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Godin Thekiller
The Corporate Raiders
2760
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Posted - 2015.01.30 22:18:00 -
[271] - 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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Breakin Stuff
Internal Error. Negative-Feedback
6876
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Posted - 2015.01.30 22:19:00 -
[272] - Quote
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.
AV
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1253
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Posted - 2015.01.30 22:19:00 -
[273] - Quote
Turrets and Tanks
There is talk of changing up turrets as some are overperforming, others underperforming, and some confused on what they want to be. What ever shall we do! Well for starters let's look at rails.
Rails
Overperforming much? Maybe just a little or maybe it just seems that way. Rails can fill the role of anti AV (at most any range) with limited AI functionality. They are in my opinion very versatile and definitely a favorite of mine. But let's ask why, and how this makes them a possible over performer.
Range - It's the ultimate ranged weapon. It's a sniper mounted to a TANK. This is something I feel doesn't get enough attention, and unless it does, it will forever hold it's glory or be nerfed into oblivion. The problem with rails atm as is seen by Rattati, is that it's too good in close range. To that I say DUHHH.
The issue here is that you have not focused on what is it's greatest strength! Not addressing that range is the issue will lead you to further increasing the heat cost, reducing the number of shots, thereby making it an extremely long process to drop anything. Meaning brawling with a blaster or missile will most certainly mean short and swift death.
But I feel that not only hurts it in CQC, but also at range. What good is this AV weapon if I can't kill something unless I get a full 20 seconds to beat on it. A lot happens in this time and forever will kills slip away from a railer. A good thing, yes. But what if I want to actually kill something and not just be a support AV weapon.
As range increases, you need to increase the time it takes to make a kill. Conversely, as you decrease range, decrease the TTK. I would rather see this done with Damage per shot, than I would heat cost, but best of all, I want it seen doing both with different turrets. A rail at a range 400 M, making small, but consistent damage, or a rail doing large damage but over longer period of time then we have now.
So I'm saying yes it's a good idea to increase heat cost, but not a favorite of mine as you will just make rail tanks redline snipers without giving them what THEY NEED. An option to brawl that is. Options are limitless here.
Brawler rails:
Moderate damage, high ROF, low heat cost. Consider adjusting ammo for additional balancing options.
High damage, low ROF, moderate heat cost. Consider ammo per clip for additional balancing options.
Long range rails:
Low damage, High ROF, lower heat cost. Higher than normal ammo per clip.
High damage, low ROF, High heat cost. Lowest ammo per clip.
Honestly, turret variety is sorely needed and missed, and I think will help you along with balancing tanks as a whole. Too much is trying to be done with too little, in my opinion of course.
Blasters
Some would say these are the underperformers. Wholly disagree. They work really good against shield tanks! The issue here is range, AGAIN. But something else needs to be considered along with it, AI functionality.
While I can get kills with a rail, a blaster has much more potential in making the kills. I say potential because I'm not the greatest killing infantry. Just not my thing, but something I'm working on improving in the future. I have seen people slaughter infantry with them, even in their current state. And over a rail, at the very least I can damage infantry far more effectively than I can with a rail. So considering the AI functionality, I would say no, they ARE NOT UNDER PERFORMING.
If you want a blaster to perform well against other armor, then they should lose much of this functionality, much like you did with rails and splash damage. There is talk of using an active modules to increase AI functionality, by reducing dispersion. So if they are to kill infantry, much easier than they do now, why in the world do you want them performing in the AV department as well. Not to mention that a module decreasing dispersion not only helps against infantry BUT OTHER VEHICLES AS WELL.
Thing is, we had blaster that not only killed infantry but other tanks with ease. It made blasters king and severely skewed usage for many top players to use only those due to the immense diversity they offered. I say focus on one or the other. But not to say that you can't go with a module to improve AI ability.
But it would again be best to offer diversity in turrets (I know this my not mesh with the grand master plan Rattati has but maybe it can give some ideas). Just an example of how this could work.
AP Low damage, high RoF, built in active dispersion module - Increase TTK against infantry but make it very possible make the kill.
AV Higher damage, low RoF, lots of dispersion, no module - Hits harder, but nearly impossible to make a kill against infantry, good against other tanks. Dispersion makes it hard to hit another tank at optimal, might need to be addressed in some way.
I'll add more in the future but that is it for now. I would very much like to see some diversity though come to turret types. Don't know if that is even in the game plan but I feel it really should be if you actually want to balance out and emphasize the differences between them.
Tanks - Balancing Turrets
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Breakin Stuff
Internal Error. Negative-Feedback
6876
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Posted - 2015.01.30 22:32:00 -
[274] - Quote
hey Tebu, why don't you have a look at a couple of the spreadsheets floating around in this thread?
A couple of them address rails, and missiles, and blasters...
AV
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Godin Thekiller
The Corporate Raiders
2760
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Posted - 2015.01.30 23:30:00 -
[275] - 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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Blup Blub Bloop. Translation: Die -_-
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Devadander
Woodgrain Atari
198
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Posted - 2015.01.31 00:11:00 -
[276] - Quote
One of the main problems of small turrets is the hardener. When hardener is active it obscures the crosshair for small gunners.
And if the hardener is on I probably need my small gunners the most at that moment.
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1628
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Posted - 2015.01.31 04:33:00 -
[277] - Quote
Pokey Dravon wrote:Killing a tanked LAV is less than a second with a Blaster is just....not good. I want the Blasters to be good, but not a total rapefest.
Blasters aren't the worst AV right now.. I rather them being more like large turrets than preforming like souped up versions of infantry weapons. The Blaster should be a slow firing heavy hitting weapon with the clip of about 75.
Acquire Currency, Disregard Female Canis lupus familiaris
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Breakin Stuff
Internal Error. Negative-Feedback
6878
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Posted - 2015.01.31 10:56:00 -
[278] - Quote
Sir Dukey wrote:Pokey Dravon wrote:Killing a tanked LAV is less than a second with a Blaster is just....not good. I want the Blasters to be good, but not a total rapefest. Blasters aren't the worst AV right now.. I rather them being more like large turrets than preforming like souped up versions of infantry weapons. The Blaster should be a slow firing heavy hitting weapon with the clip of about 75.
Blasters are extremely situational and borderline useless on gallente hulls. The caldari hulls can easily fit any turret but they still perform overall better at all ranges in all situations except in the case of a few niche players who enjoy being the underdog.
AV
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Alena Ventrallis
Intara Direct Action Caldari State
2509
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Posted - 2015.01.31 11:08:00 -
[279] - Quote
Breakin, one point of contention. Are you sure your blaster damage is enough to stop shield regen? No point in any amount of dps if it can't do that.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Internal Error. Negative-Feedback
6880
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Posted - 2015.01.31 11:12:00 -
[280] - Quote
Alena Ventrallis wrote:Breakin, one point of contention. Are you sure your blaster damage is enough to stop shield regen? No point in any amount of dps if it can't do that. 800 dps will stop shield regen I'm pretty sure.
What's the minimum damage threshold again?
Adjusting the numbers to do that isn't hard. I made them consistent so the whole weapon line can ba modular and adjusted evenly across the board.
AV
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THUNDERGROOVE
Fatal Absolution
1371
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Posted - 2015.01.31 15:29:00 -
[281] - Quote
Breakin Stuff wrote: 800 dps will stop shield regen I'm pretty sure.
What's the minimum damage threshold again?
Adjusting the numbers to do that isn't hard. I made them consistent so the whole weapon line can ba modular and adjusted evenly across the board.
I got you
Gunnlogi wrote: "mVICProp.minDamageToCauseShieldRechargePause": 102
e: Worth considering how this scales with hardeners.
I'm the Rayman of uplinks.
21 day EVE trial.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1253
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Posted - 2015.01.31 18:08:00 -
[282] - Quote
Breakin Stuff wrote:Sir Dukey wrote:Pokey Dravon wrote:Killing a tanked LAV is less than a second with a Blaster is just....not good. I want the Blasters to be good, but not a total rapefest. Blasters aren't the worst AV right now.. I rather them being more like large turrets than preforming like souped up versions of infantry weapons. The Blaster should be a slow firing heavy hitting weapon with the clip of about 75. Blasters are extremely situational and borderline useless on gallente hulls. The caldari hulls can easily fit any turret but they still perform overall better at all ranges in all situations except in the case of a few niche players who enjoy being the underdog.
Borderline useless on gallente hulls?? WAAAHH
I find this VERY short sighted. While I agree that due to fitting abilities, a gunnlogi is often superior, but only due to the fact that they can easily use small turrets and duel tank. IF ANYTHING, that is what needs to be addressed first and foremost. Naming the blaster as the reason the maddie underperforms is just dead wrong.
I've read a bit of what people have been saying and truly I feel you are way off base here. For one, a blaster will shred a shield tank. And match up a shield blaster to an armor blaster, armor should win hands down. Not to mention the fact the blaster holds superior AI abilities. Let me mention some reasons for this from my immense experience using tanks.
Armor takes less damage per shot from blaster fire than a shield that receives more.
While slow to turn, an armor tank has superior top speed. Using a nitro, you can easily negate range advantages of other turrets and tank types. Rail of course being more difficult, but the range advantage should be kept in mind when engaging one.
Armor tends to have a much higher eHP over a shield tank, not to mention much more turret depression.
While I say yes the gunnlogi is most certainly superior at the moment, this is NOT DUE TO TURRET BALANCE BUT HULL BALANCE. And another thing that you fail to recognize is the fact that it's superior in it's AI capabilities over other turret types. This fact alone lends no credence to the idea that a blaster should be superior in the AV department at close range. Blasters had the best of both worlds, and I thought we established a LONG time ago that this is counterproductive to balancing tanks.
Things that would need to be addressed for armor are as follows:
Total CPU is too low. I have maxed proficiency skills for most everything, and still struggle to just fit a full proto maddie (ie can't do it). CPU is the major limiting factor.
PG/CPU comparison on modules between shield and armor, seem way off. Armor modules need adjustments to fall more in line with shield counterparts.
Engineering modules need to be looked at. They take low slot space, and are crucial to a shield tank that wants to fit for high shield defense. Conversely, on an armor tank, low slot space is your defense space. Meaning you will never match a gunnlogi in fitting capacity if this is to remain as it is.
Addressing these issues would give the maddie more overall options for fitting a decent defense while maintaining offensive capabilities using small turrets or just all proto modules for their armor slots. Why they can't already do this is just insane to me.
Anyways fellas, try to keep this in mind when you go about talking about where the root of a problem lay. Many are looking in what I feel is the wrong direction, and by doing that you are just going to hurt tanks more as a whole. I actually prefer using a blaster madrudger over my shielded one.
A blaster madrudger is far superior in the AI department, and stands up very well against a shield blaster. Now if I could fit it like I fit my gunnlogi, with double pro extenders and a pro hardener, the thing would be unstoppable to any shield tank on the field. Even those with a railgun would have to think twice attempting to brawl with one.
(Also, something that HAS to be consider is how most all forms of AV gain damage bonuses to armor. Without shield varieties of AV, a maddie will always falter to the superior infantry AV defense that is shields.)
Tanks - Balancing Turrets
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Breakin Stuff
Internal Error. Negative-Feedback
6895
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Posted - 2015.01.31 18:49:00 -
[283] - Quote
The point.
You missed it.
I'm not a tanker.
I'm helping get them fixed.
So get off your high horse.
The blaster isn't the cause, it just doesn't improve the armor tanks in any way
In fact currently the blaster is outclassed in all ways at all ranges by rails and missiles.
But I'm sure you skipped to the end and ignored all the discussion along the way in your eagerness to correct me with your wall of not-helping the topic text.
AV
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1253
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Posted - 2015.01.31 19:17:00 -
[284] - Quote
Breakin Stuff wrote:The point.
You missed it.
I'm not a tanker.
I'm helping get them fixed.
So get off your high horse.
The blaster isn't the cause, it just doesn't improve the armor tanks in any way
In fact currently the blaster is outclassed in all ways at all ranges by rails and missiles.
But I'm sure you skipped to the end and ignored all the discussion along the way in your eagerness to correct me with your wall of not-helping the topic text.
I still find your current statement wrong. As a tanker I can tell you it just isn't true. And no high horse here fella, you clearly took it wrong. But I will say that not being a tanker yourself, you will find it hard to believe me when I say blasters are not "outclassed" as you make it out to be.
Tanks - Balancing Turrets
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Doc DDD
TeamPlayers Negative-Feedback
297
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Posted - 2015.01.31 20:46:00 -
[285] - Quote
Blasters mess shields up fast. |
THUNDERGROOVE
Fatal Absolution
1375
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Posted - 2015.01.31 21:13:00 -
[286] - Quote
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.
I'm the Rayman of uplinks.
21 day EVE trial.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1255
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Posted - 2015.01.31 21:27:00 -
[287] - Quote
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.
Tanks - Balancing Turrets
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 04:06:00 -
[288] - 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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Breakin Stuff
Internal Error. Negative-Feedback
6910
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Posted - 2015.02.01 13:08:00 -
[289] - Quote
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
AV
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 14:39:00 -
[290] - 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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Blup Blub Bloop. Translation: Die -_-
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Harpyja
Legio DXIV
2302
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Posted - 2015.02.01 15:41:00 -
[291] - 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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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1256
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Posted - 2015.02.01 18:11:00 -
[292] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:Godin Thekiller wrote:
And a rail or missile can't break a Maddy in 30 seconds?
closer to 3 My point.
??
Can you please elaborate so I understand your point a bit better?
You go about mentioning a maddie, while additionally speaking of turret types. Why is it that you assume it's the blaster as cause for the problems, and not the madrudger hull itself?
What do you see happening if we address supposed problems with the hull itself AND the blaster. Or what is to happen if we simply address blasters as the root of the problem and go from there? If blasters are not the cause of much of the disparity between the two tanks, you will have fixed nothing. If you go about "fixing" both, you run a serious risk of simply shifting the power from one to the other. Something that has been done OVER AND OVER.
If a blaster can't break a double hardened gunnlogi's regen (which I have a hard time believing and will be testing this in the field later), then I don't see the problem inherent in the blaster itself, but the gunnlogi being a bit over the top.
My point in all this is before you go about addressing turrets, you must address the hulls they are attached to first and foremost. This will have a bigger impact overall and to me is the root of much of the problems. And it also must be noted that the blaster is a very effective AI and AI support weapon, I would say more so than the other two turret types.
Let me just take a moment and compare my blaster fittings between my armor and shields.
Gunnlogi
High: 2x complex shield extender ---- 1x complex shield hardener Low: 1x Pg enhancer ----- 1x CPU enhancer Turrets : Large Pro blaster ---- 2 pro small rails
Madrudger
High: 1x nitro Low: 1x armor hardener ----- 1x complex plate ---- 1x enchanted repper OR 1x basic plate --- 1x complex plate ---- 1x enhanced repper Turret: Large Pro blaster
Now tell me, is it truly the blaster that should give most cause for concern? This is with maxed proficiency skills in everything that I have equipped.
Now just to assume a situation I have been in with my maddie:
Madrudger VS one rail gunnlogi and one blaster gunnlogi - Result, madrudger lost.
What happened here you ask. I tried to take on two tanks at once that's what! I was using my double plated fit for this one. Engagement happened at the entrance to a city. Blaster was in the rear position, rail had just moved out of the gates and into the forward position. I move up on the rail, as it was the largest threat to my armor, and engage. Unfortunately I couldn't break LOS on the blaster but I did manage to drop the rail to a sliver of armor health before I went down.
Though had the additional tank not have been there things would have gone rather predictably. The rail would have lost hands down. He had dropped three rounds in me, managed a fourth while avoiding overheat, but by this point he was nearly dead, with no other options but to attempt a retreat but more than likely simply die to my blaster fire. While myself would have been able to at least sustain the last shot that would put it into overheat.
I assumed by the time that it took to drop it's shields, it was running extenders with a single hardener. Then again it could have been double hardened as I got the jump on it and had health down to half before it could react with it's hardener. Thing is, I didn't even use my full advantages, given the position of the other tank.
Turret tracking. Generally when I go about engaging a rail with a blaster, whether I'm in my shield tank or not, I move to negate their range advantage first and foremost. Once in close, it's very easy to outrack that ever so slow turret, avoiding fire from it and giving you the time to apply needed DPS.
I very much like doing this with a madrudger as they do have some very nice top speed, made noticeable with a nitro. By watching the turret position, I can angle my approach so that the rail will have a very hard time keeping up with me. While I don't have any problems tracking him at that high speed.
Yes I don't always make it but the outcome is often very close.
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.
Tanks - Balancing Turrets
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 21:05:00 -
[293] - 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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Blup Blub Bloop. Translation: Die -_-
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Harpyja
Legio DXIV
2303
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Posted - 2015.02.01 22:27:00 -
[294] - 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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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 23:00:00 -
[295] - 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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Blup Blub Bloop. Translation: Die -_-
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1257
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Posted - 2015.02.01 23:01:00 -
[296] - 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.
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.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1257
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Posted - 2015.02.01 23:16:00 -
[297] - Quote
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.
Tanks - Balancing Turrets
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 23:26:00 -
[298] - 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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Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.01 23:33:00 -
[299] - 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.
click me
Blup Blub Bloop. Translation: Die -_-
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1257
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Posted - 2015.02.01 23:49:00 -
[300] - Quote
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.
Tanks - Balancing Turrets
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