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Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.02 00:02:00 -
[301] - Quote
Tebu Gan wrote:Godin Thekiller wrote:Tebu Gan wrote:Godin Thekiller wrote: EDIT: Also, why should HAV's be based around killing Infantry, or killing other HAV's? What is the point of that?
What is it that you are saying then? Are you saying the large turret should be focused on killing HAV's solely or AI solely? In any case, having one that does AI gives rise to a purpose for the AV. Else why call a tank in as all they can do is kill other vehicles that doesn't contribute to a win overall in any capacity. Better off running infantry and playing the points. Given gunners can make this possible, it just doesn't seem to pan out the way it should. I did not imply either, you did. I asked what I asked. Why should a HAV be based around killing infantry, then other HAV's based around killing said HAV's? It would just lead to HAV's killing HAV's just to kill HAV's; there's no point in it. Infantry HAS a goal: hack everything, and kill whatever tries to take such things. Vehicles in general have nothing of the sort. You are right, Tanks have no goal. But how is making the strictly AV to give them roles? If all they do is kill other tanks, why is there need for them on the field? Might as well have your own tank game mode, as infantry will have no use for you as you aren't adding anything to the battle.
Anti-big "things", and not strictly, more of suppression weapons, making HAV's without adecuate support w/e small turrets and/or infantry have difficult time dealing with AV. YOu know, balance between AV and HAV's.
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 - 2015.02.02 00:03:00 -
[302] - Quote
Godin Thekiller wrote: 1: That is only valid on flat surfaces with no cover AT ALL. That simply doesn't exist. On top of that, Rail alpha will be high, but DPS low, so missing (which is a thing) will hurt it. It's not superior in every circumstance, which is what I've been asking for, including hulls and pretty much everything else in the game.
2: Seeing as it makes little to no ******* sense that a large turret be made to shoot at tiny targets, I reject that. I'm pretty sure many others does as well. Not only does it not make a lick of logical sense, it devalues Gallente's main weapon of choice for a AV platform, it devalues small turrets on said HAV's, and it makes it to where it's harder for anything to counter shield tanked HAV's.
3: It's good that you have your own opinion. That means that you're an independent person at least on a concussions level. That doesn't mean that your opinion is a valid one. Say for example you think feminism is great. I would say that you're an idiot, and egalitarian is the correct way to go.
4: A rail with range on a blaster is only valid if that Rail can keep range on said blaster. As soon as it loses that advantage, game over, which is why it isn't "superior". It should never always falter, the skill of the pilot should determine that.
1. This isn't true. You can have all the cover in the world, but that also provides a benefit to those on the other end as well. I use cover myself as a railer to overcome blasters, missiles or rails. A blaster with cover doesn't mean an automatic win, far from it. That same cover you use to hide can be used by myself to hide as well. With the advantage of range, I have more options to hit you from, limiting your contribution to the battle. I don't need to outright kill you, but I assure you in time I will. And I'll do it from 300 meters out if I have to but it will be done. If anything though in that time I've kept you occupied and unable to make any meaning contribution to the field.
2. It's a game, it doesn't have to make sense from a reality point of view. (and shouldn't from a balancing perspective)
3. Cool man, can we have a level headed discussion or would you rather bash me because you find me an "idiot" from your perspective.
4. This is EXACTLY the point I illustrated with my ultra long reply. Though I still contend that it's far easier to keep a target at range then it is to get within range when your own is limited in comparison. I can pump the target full of rounds with a rail as it approaches me, where a blaster just has to take it to get in range. You say use cover to get in range of course, but I'm no newb to this tactic and openly expect it and counter for it when I come across a blaster. Moving back, locating its position and reacting accordingly. Ever using my greatest advantage over it. If I have to, I'll pull back into the redline to get it.
As I know once I lose that advantage, I will be at a disadvantage or on even ground. To ensure the win, I will have the upper hand. And that's easier to get when I have the superior range.
Tanks - Balancing Turrets
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16918
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Posted - 2015.02.02 00:29:00 -
[303] - Quote
Tebu Gan wrote:
2. It's a game, it doesn't have to make sense from a reality point of view. (and shouldn't from a balancing perspective)
I'll take that one on and say I can and should.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Doc DDD
TeamPlayers Negative-Feedback
299
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Posted - 2015.02.02 01:12:00 -
[304] - Quote
I wouldn't mind seeing the large rails have a penalty to the hulls movement speed when charging up, similar to breach forge but not as drastic, would be a huge buff to blasters and Missle at short range and cut back on rail melee tanks or the nitro back and forth back and forth garbage rail tanks.
Depends on the ehp of the hulls though, I have a feeling there is going to be alot of armor repping in the tank update. |
Godin Thekiller
The Corporate Raiders
2763
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Posted - 2015.02.02 01:36:00 -
[305] - Quote
Tebu Gan wrote:Godin Thekiller wrote: 1: That is only valid on flat surfaces with no cover AT ALL. That simply doesn't exist. On top of that, Rail alpha will be high, but DPS low, so missing (which is a thing) will hurt it. It's not superior in every circumstance, which is what I've been asking for, including hulls and pretty much everything else in the game.
2: Seeing as it makes little to no ******* sense that a large turret be made to shoot at tiny targets, I reject that. I'm pretty sure many others does as well. Not only does it not make a lick of logical sense, it devalues Gallente's main weapon of choice for a AV platform, it devalues small turrets on said HAV's, and it makes it to where it's harder for anything to counter shield tanked HAV's.
3: It's good that you have your own opinion. That means that you're an independent person at least on a concussions level. That doesn't mean that your opinion is a valid one. Say for example you think feminism is great. I would say that you're an idiot, and egalitarian is the correct way to go.
4: A rail with range on a blaster is only valid if that Rail can keep range on said blaster. As soon as it loses that advantage, game over, which is why it isn't "superior". It should never always falter, the skill of the pilot should determine that.
1. This isn't true. You can have all the cover in the world, but that also provides a benefit to those on the other end as well. I use cover myself as a railer to overcome blasters, missiles or rails. A blaster with cover doesn't mean an automatic win, far from it. That same cover you use to hide can be used by myself to hide as well. With the advantage of range, I have more options to hit you from, limiting your contribution to the battle. I don't need to outright kill you, but I assure you in time I will. And I'll do it from 300 meters out if I have to but it will be done. If anything though in that time I've kept you occupied and unable to make any meaning contribution to the field. 2. It's a game, it doesn't have to make sense from a reality point of view. (and shouldn't from a balancing perspective) 3. Cool man, can we have a level headed discussion or would you rather bash me because you find me an "idiot" from your perspective. 4. This is EXACTLY the point I illustrated with my ultra long reply. Though I still contend that it's far easier to keep a target at range then it is to get within range when your own is limited in comparison. I can pump the target full of rounds with a rail as it approaches me, where a blaster just has to take it to get in range. You say use cover to get in range of course, but I'm no newb to this tactic and openly expect it and counter for it when I come across a blaster. Moving back, locating its position and reacting accordingly. Ever using my greatest advantage over it. If I have to, I'll pull back into the redline to get it. As I know once I lose that advantage, I will be at a disadvantage or on even ground. To ensure the win, I will have the upper hand. And that's easier to get when I have the superior range.
1: A Blaster can make use of cover much more vs. a rail can. cover won't save ou in a blaster's optimal the vast majority of the time. The opposite is not the case. So yes, it is in fact true. What are you getting at exactly? A rail with a flat surface to target the blaster from will have an advantage by design, and a rail that doesn't have a clear shot due to cover will give the advantage to blasters b design, giving the advantage to blasters. Balancing blasters to be better than rails in short ranges while the rail being better at long ranges in this case logically makes sense? Do you not like things to make sense?
2: Yup, confirmed that you don't like things to make sense. I'm done here then.
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 - 2015.02.02 01:45:00 -
[306] - Quote
Doc DDD wrote:I wouldn't mind seeing the large rails have a penalty to the hulls movement speed when charging up, similar to breach forge but not as drastic, would be a huge buff to blasters and Missle at short range and cut back on rail melee tanks or the nitro back and forth back and forth garbage rail tanks.
Depends on the ehp of the hulls though, I have a feeling there is going to be alot of armor repping in the tank update.
Turret tracking is a good start as well. At max range it doesn't take much turret turning to keep a target in your sights yet up close it makes a very noticeable difference. Perhaps that might be a good alternative as well if you want to emphasize more that it's meant for range and not close range engagements.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1257
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Posted - 2015.02.02 01:55:00 -
[307] - Quote
Godin Thekiller wrote:Tebu Gan wrote:Godin Thekiller wrote: 1: That is only valid on flat surfaces with no cover AT ALL. That simply doesn't exist. On top of that, Rail alpha will be high, but DPS low, so missing (which is a thing) will hurt it. It's not superior in every circumstance, which is what I've been asking for, including hulls and pretty much everything else in the game.
2: Seeing as it makes little to no ******* sense that a large turret be made to shoot at tiny targets, I reject that. I'm pretty sure many others does as well. Not only does it not make a lick of logical sense, it devalues Gallente's main weapon of choice for a AV platform, it devalues small turrets on said HAV's, and it makes it to where it's harder for anything to counter shield tanked HAV's.
3: It's good that you have your own opinion. That means that you're an independent person at least on a concussions level. That doesn't mean that your opinion is a valid one. Say for example you think feminism is great. I would say that you're an idiot, and egalitarian is the correct way to go.
4: A rail with range on a blaster is only valid if that Rail can keep range on said blaster. As soon as it loses that advantage, game over, which is why it isn't "superior". It should never always falter, the skill of the pilot should determine that.
1. This isn't true. You can have all the cover in the world, but that also provides a benefit to those on the other end as well. I use cover myself as a railer to overcome blasters, missiles or rails. A blaster with cover doesn't mean an automatic win, far from it. That same cover you use to hide can be used by myself to hide as well. With the advantage of range, I have more options to hit you from, limiting your contribution to the battle. I don't need to outright kill you, but I assure you in time I will. And I'll do it from 300 meters out if I have to but it will be done. If anything though in that time I've kept you occupied and unable to make any meaning contribution to the field. 2. It's a game, it doesn't have to make sense from a reality point of view. (and shouldn't from a balancing perspective) 3. Cool man, can we have a level headed discussion or would you rather bash me because you find me an "idiot" from your perspective. 4. This is EXACTLY the point I illustrated with my ultra long reply. Though I still contend that it's far easier to keep a target at range then it is to get within range when your own is limited in comparison. I can pump the target full of rounds with a rail as it approaches me, where a blaster just has to take it to get in range. You say use cover to get in range of course, but I'm no newb to this tactic and openly expect it and counter for it when I come across a blaster. Moving back, locating its position and reacting accordingly. Ever using my greatest advantage over it. If I have to, I'll pull back into the redline to get it. As I know once I lose that advantage, I will be at a disadvantage or on even ground. To ensure the win, I will have the upper hand. And that's easier to get when I have the superior range. 1: A Blaster can make use of cover much more vs. a rail can. cover won't save ou in a blaster's optimal the vast majority of the time. The opposite is not the case. So yes, it is in fact true. What are you getting at exactly? A rail with a flat surface to target the blaster from will have an advantage by design, and a rail that doesn't have a clear shot due to cover will give the advantage to blasters b design, giving the advantage to blasters. Balancing blasters to be better than rails in short ranges while the rail being better at long ranges in this case logically makes sense? Do you not like things to make sense? 2: Yup, confirmed that you don't like things to make sense. I'm done here then.
1: I'm sorry, it DOES work to both sides advantage if one or the other can break LOS and allow for brief bursts of healing and cooldowns. I do it all the time, and in fact use that cover to gain more range and stay out of a blaster optimal. It does work both ways. And your statement that rails only work on flat ground with no cover is just a little bit unreal. In practice this is TOTALLY untrue.
2: Look, if you want to be "real" about this, it wouldn't take more than one well placed shot to drop a tank. Much like in the real world. If you want to be "real" about this, I should squish people just by moving over them. If you want to be "real" about this, a railgun should cause considerable splash damage. If you want to be "real" about this, missiles should cause huge explosions full of shrapnel that slaughters infantry. If you want to be "real" about this, a large blaster would not only kill infantry but penetrate buildings and walls and cover. Causing considerable damage not just to Vehicles but infantry as well. Harder to hit infantry (much like it is) but causing something like a one shot kill
None of this is true. So apparently we sacrifice some aspects of realism for the sake of balance.
Tanks - Balancing Turrets
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Thaddeus Reynolds
Facepunch Security
180
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Posted - 2015.02.02 02:26:00 -
[308] - Quote
Tebu Gan wrote:
1: I'm sorry, it DOES work to both sides advantage if one or the other can break LOS and allow for brief bursts of healing and cooldowns. I do it all the time, and in fact use that cover to gain more range and stay out of a blaster optimal. It does work both ways. And your statement that rails only work on flat ground with no cover is just a little bit unreal. In practice this is TOTALLY untrue.
2: Look, if you want to be "real" about this, it wouldn't take more than one well placed shot to drop a tank. Much like in the real world. If you want to be "real" about this, I should squish people just by moving over them. If you want to be "real" about this, a railgun should cause considerable splash damage. If you want to be "real" about this, missiles should cause huge explosions full of shrapnel that slaughters infantry. If you want to be "real" about this, a large blaster would not only kill infantry but penetrate buildings and walls and cover. Causing considerable damage not just to Vehicles but infantry as well. Harder to hit infantry (much like it is) but causing something like a one shot kill
None of this is true. So apparently we sacrifice some aspects of realism for the sake of balance.
Well...bear in mind we are in a Sci-Fi game, where technology is going to be more advanced than modern day, and different combat doctrines and philosophies would have been adopted, and technologies adapted to fit those
Well in response to #2: 1. Space "Tanks" (In this case Heavy Attack Vehicles) could be built with redundant systems, and their shields and armor are built to be highly resilient to the damage (Most likely, spreading the impact out over a larger area with nano-coatings and the like). It could be that HAV (and dropsuit) armor is based on a morphite alloy, or possibly sleeper tech (Metallofullerenes and the like) , given the origins of the implants used to give the mercs immortality. If we assume a similar design to the starship hulls, the resilience can be quite astounding of even more commonplace Tritanium based alloys (able to survive repeated bombardment from Tachyon Beam Lasers, High Caliber Railguns...anti-matter rounds fired from both rails and blasters...not to mention thermo-nuclear equipped auto-cannon rounds and rockets (to say nothing of the artillery cannons and regular missiles)).
2. Should you Squish People: Maybe if they where completely unprotected, but dropsuits and their in-built inertial dampeners could be used to explain this....the inertial dampener subsystem could interface with the shield system to alleviate damage from spread out sources (Such as tank treads...the ground...bumpers...etc)
3-4. Well...in addition to splash damage, if we assume 80GJ is an accurate measure of weapon output...it should be obliterating just about anything in front of it...so a given there, but let's assume that the railgun is just a terrible energy converter (or 80GJ is just a marketing scheme), then the same techno-babble from above could be used to explain why they ignore the pressure/thermal wave(s) from the splash damage, as for shrapnel...maybe the shields and armor are just that good, that they don't even register on the damage scale
5. To borrow what the devs stated in the past: Space Concrete is really really strong...and maybe the suits are really, really good, given how easily the series one templars took the minmatar emplacements (as are the infantry weapons).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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CCP Rattati
C C P C C P Alliance
16321
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Posted - 2015.02.02 02:37:00 -
[309] - Quote
Yet again, this thread is derailing.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Thaddeus Reynolds
Facepunch Security
180
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Posted - 2015.02.02 02:40:00 -
[310] - Quote
CCP Rattati wrote:Yet again, this thread is derailing.
Sorry...I can't resist a chance to make techno-babble myself
I think 2k Blaster DPS is too high myself on the Blaster BTW...should sit somewhere around 860-1000 DPS (and adjust other weapons from there)...
But I do firmly believe that all Large Turrets should be designed to be Primarily Anti-Material
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16918
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Posted - 2015.02.02 02:44:00 -
[311] - Quote
Thaddeus Reynolds wrote:CCP Rattati wrote:Yet again, this thread is derailing. Sorry...I can't resist a chance to make techno-babble myself I think 2k Blaster DPS is too high myself on the Blaster BTW...should sit somewhere around 860-1000 DPS... But I do firmly believe that all Large Turrets should be designed to be Primarily Anti-Material
However everything you suggested is essentially correct...... barring of course I would think the shrapnel/AOE. The techno babble is wondrous.
But again that's to de-rail from the intended topic since we know turrets aren't changing.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4696
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Posted - 2015.02.02 04:32:00 -
[312] - Quote
Honestly talking about absolute DPS is pointless if we don't know what the final eHP of vehicles is going to be. What's important is the relative differences between the DPS and function of each turret. They can all be raised or lowered later (once we have more information on vehicle eHP) if they are balanced between one another.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Internal Error. Negative-Feedback
6925
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Posted - 2015.02.02 05:01:00 -
[313] - Quote
The stated objective of the turret rebalance is to make all turrets viable for AV equally within their own bailiwick.
What I'm doing is trying to make them viable as AV without making them so destructive that we need to be gun shy about letting them target infantry.
by the way Rattati did you get my turret link?
AV
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Alena Ventrallis
Intara Direct Action Caldari State
2515
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Posted - 2015.02.02 12:20:00 -
[314] - Quote
CCP Rattati wrote:Yet again, this thread is derailing. Honestly, it will continue to be derailed, because more than anything else, AV/V is the most hotly debated topic in Dust. Having played both sides, I know how irritating it is when a tank rolls up and there's nothing I can do to stop it, and I know how frustrating it is when 1 player can destroy my proto tank with all the support skills to 5. Both sides feel like they are the underdog, and even you yourself get emotional on the subject. Plus we have people that just try and start fights (not gonna name names, but Spkr) and that gets everyone all riled up until we are trying to win the argument, not to find balance.
I feel like some people have forgotten your intent as far as vehicles go, so perhaps re-outlining your vision could help get things back on track.
Do you want a large turret(s) to be able to effectively and consistently engage and kill infantry? Do you want there to be a vehicle or variant dedicated to the anti-infantry role? How do you see infantry/vehicle interaction going? How do you see vehicle/vehicle interaction going?
Re-establishing these guidelines will surely make one side or the other upset, but it would make it easier for the people who generate good ideas to structure their ideas into how you envision the game to be, meaning we get more ideas you would be willing to take action on.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Mountain Doody
F0RSAKEN EMPIRE. Smart Deploy
44
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Posted - 2015.02.02 15:19:00 -
[315] - Quote
Hi, militia large missile turrets please |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1258
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Posted - 2015.02.02 18:40:00 -
[316] - Quote
CCP Rattati wrote:Yet again, this thread is derailing.
True, let's take a look back to your original OP.
CCP Rattati wrote: Guidance Principles Missile Launcher Alpha is too extreme Railgun is too good at everything Blaster is not good enough at close
Railgun, too good at everything
What I assume you mean by this is that it's too good up close and at range. Making it the turret people gravitate to for making vehicle kills. It also has some limited AI functionality, able to make kills on infantry with careful tracking, or if they stand still long enough to get that red dot to light up. In an average game, I might make 10 rail kills on infantry. Is this acceptable? In any case let's focus on AV functionality.
First we must identify what we want.
I think the most obvious aspect we want to eliminate is how effective it is in close quarters combat against another tank.
Addressing this, the statement that a blaster is not good enough at close ranges becomes less true against a rail.
I really don't like the idea of further lowing DPS potential as I feel rails are in a decent spot damage wise. Lowering DPS potential further though heat cost specifically. This would not only eliminate CQC abilities, but also severely limit ranged abilities. What I'm saying here that type of nerf would hurt the turret all around, moving it out of the spotlight completely.
What I feel will have a lesser effect at range but a far greater effect in CQC is lowering the turning speed of the turret, IE turret tracking. Let's get out of the box and start identifying other potential aspects of turrets aside from the most obvious, DPS, that can have considerable impacts on their abilities in certain situations.
Also note that making turrets turn independently of the hull itself can have a huge impact on the disparity between a maddie with a rail and a gunnlogi with a rail. The turning ability of a gunnlogi benefits turning of their turrets to a very large degree over the madrudger.
Blaster is not good enough at close
Again, let's identify what we want. We want blasters to shine in a CQC environment. A rail should be at a disadvantage within a blasters optimal. Again though I don't see straight DPS as the best way to do this. If any changes to DPS are to be made, they should be small, as blasters are not that underpowered as many would make them out to be.
Again I will say though that the range is the most inhibiting aspect of the turret. No matter what you do, it will always falter to any long range counterpart, if the range disadvantage is used to the others advantage. A couple of things to note here.
Limited range forces them into unfavorable positions, not only with another rail, but with AV on the field that trumps it's own range. Where a rail can maintain distance from the tank AND AV on the field.
It will always have better AI support abilities over other types, and this should be seriously considered for why it's lesser against other AV turrets. What I mean is it should be kept this way, as moving it more to AV will still result in it underperforming against another rail.
As I mentioned at the beginning, one change to turret tracking could nip this in the butt. But it still won't be the top dawg people want it to be or expect it to be, regardless of what you do because of the way range affects tank dynamics. Even when blasters were king, before 1.6 that is, the best way to deal with one was with a rail, if you intended not to risk your tank.
So unless you move the rail to a "support role" a blaster will ever falter to it.
Missile Launcher Alpha is too extreme
Let's identify what we want, yet again. Burst DPS is far too high and needs to be lowered in some way.
Missiles can unload their entire salvo in just a few seconds. By doing so, they can easily apply a large amount of DPS in a very short time compared to other turrets. To the point that they can destroy any tank not stacked with defense in just a few seconds.
Agreed that by removing the "auto fire" function is a good start. Give missiles the ability to only fire so many rockets at a time, thereby decreasing the DPS potential to fall more in line with other turrets. I would prefer see this done with something like 3 round bursts, a slight decrease to overall damage, and an increase to clip size to compensate. That or reduce reload speed, over clip size.
One thing to note though when you go about saying missile DPS is too high. This is only true against armor.
My shield stacked gunnlogi laughs off missile salvos. By decreasing DPS potential, you also make it impossible for missiles to affect shields in any reasonable way. This would need to be addressed, otherwise missiles will remain as they do now, novelties at best.
TL;DR Decreasing turret tracking for rails will help address the main disparity between blasters and rails. That rails can outperform or are on even ground with a blaster in CQC. This will have limited impact at range but very noticeable impacts when trying to use them in a close quarter environment.
RoF change to missiles is a good start, but addressing the damage differences between armor and shields must be done. Maybe change the damage profile to do more damage against shields then current. 85/105 or something like that maybe.
Tanks - Balancing Turrets
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The-Errorist
992
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Posted - 2015.02.02 19:32:00 -
[317] - Quote
For those of you who forgot/don't know, this is the point of the thread. If you can't follow it, don't post here, post in some other thread.
CCP Rattati wrote:Dear players,
We want to reach a 100% equilibrium between the AV capabilities of Large Turrets, their primary purpose.
The AI of Large Turrets should be thought in terms of an Active module, reducing Dispersion. All other factors should be towards making it the Close range brawler weapon of choice.
There will not be a Large Fragmented Missile Launcher in Phase 1. Only Small Fragmented, and the current Small Missile Launcher will be converted to an AV weapon.
Guidance Principles Missile Launcher Alpha is too extreme Railgun is too good at everything Blaster is not good enough at close
There are a few "Best to Worst" guidance examples in my spreadsheet, found here under "Large Turrets" HAV Large Turrets
Please discuss.
Also from the spreadsheet, he wants
Quote:Blaster dps is only constrained by heat Missile dps is only constrained by time between alpha strikes - so reload time and ammo in clip Railgun dps is constrained by charge up and heat And damage profiles are probably not up for debate and would stay the same against shields/armor: Hybrid plasma: +10/-10 % Hybrid rail: -10/+10 % Explosive: -20/+20 % Messing with these will also mess with infantry weapons.
A bit like how rifles where balanced for infantry, a large blaster in it's optimal range should be superior to large missiles and railguns; a large missile in it's optimal range should be superior to large blasters and railguns; a large railgun in it's optimal range should be superior to large blasters and missiles.
Pokey Dravon wrote:Honestly talking about absolute DPS is pointless if we don't know what the final eHP of vehicles is going to be. What's important is the relative differences between the DPS and function of each turret. They can all be raised or lowered later (once we have more information on vehicle eHP) if they are balanced between one another.
Tebu Gan wrote:...
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. You are forgetting that they can also fit AI small turrets and with the DHAVs and UHAVs there will be clearer roles: regular basic tanks will be generalist, DHAVs will be better at AV, and UHAVs will be better at AI.
MAG & cb Dust vet. Forum alt of Velvet Overkill
Glorious racial tank hull spreadsheet
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The-Errorist
993
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Posted - 2015.02.02 19:42:00 -
[318] - Quote
Currently DMG to overheat for large blasters and rails are basically the same and large blaster's should be higher
Railguns should have higher alpha dps than blasters, but overheat before doing more damage than a blaster can before it overheats.
Blaster's reload speed should be faster instead of the same as a large railgun's.
Sustained DPS(considering reload speed and overheat) of large blaster should be higher, not smaller compared to a large missile.
MAG & cb Dust vet. Forum alt of Velvet Overkill
Glorious racial tank hull spreadsheet
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Godin Thekiller
The Corporate Raiders
2767
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Posted - 2015.02.02 21:45:00 -
[319] - Quote
Pokey Dravon wrote:Honestly talking about absolute DPS is pointless if we don't know what the final eHP of vehicles is going to be. What's important is the relative differences between the DPS and function of each turret. They can all be raised or lowered later (once we have more information on vehicle eHP) if they are balanced between one another.
I'm sure we can expect them to be at around 6-10k eHP for a T I HAV, and therefore the turrets shouldn't do more than a thousand DPS per second, otherwise we would have the sort battles that we have now.
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4701
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Posted - 2015.02.02 21:56:00 -
[320] - Quote
Godin Thekiller wrote:Pokey Dravon wrote:Honestly talking about absolute DPS is pointless if we don't know what the final eHP of vehicles is going to be. What's important is the relative differences between the DPS and function of each turret. They can all be raised or lowered later (once we have more information on vehicle eHP) if they are balanced between one another. I'm sure we can expect them to be at around 6-10k eHP for a T I HAV, and therefore the turrets shouldn't do more than a thousand DPS per second, otherwise we would have the sort battles that we have now.
Thats a pretty fair estimate to use as a benchmark for preliminary design. I guess my point is that we shouldn't waste time discussing exactly how much the DPS should be, as the eHP of the vehicles may be higher or lower than ~10k
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Internal Error. Negative-Feedback
6938
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Posted - 2015.02.02 23:05:00 -
[321] - Quote
So long as HAVs float between 8,000-11,000 HP balancing turrets and infantry AV should require very little in the way of ass-pulls. It's fairly straightforward.
I just can't finalize my recommendations until rattati finishes his hull stuff.
AV
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Devadander
Woodgrain Atari
199
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Posted - 2015.02.03 00:32:00 -
[322] - Quote
I've stayed quiet for too long. Here's the deal folks.
I have full V everything blaster, and can watch a SICA go hardened, and watch the damage stop. I got the pure cold drop on a gunni only to have it harden, start regen, and turbo off into the redline sunset. Yes. I have killed fledgling tankers in their badly fit MLT tanks with ease. ... With ions and a blaster dmg mod.
Our range sucks. Our dispersion sucks. Our DPS is a joke.
And that's versus VEHICLES.
First I must say, Ratti-man, I love you. Idk how one dude can make the difference you have, but keep it up.
Now the taboo.
A solo-fit rail is 90% of the time far far away from viable AV threats.
A solo -fit missile can suppress AV.
A solo-fit blaster is, well, yeah Tommy.
The AV players know, that on foot, versus blaster, they have a 7-9% chance of dying. They just run straight at you dripping saliva and disgorging all manner of AV. (I do it... can confirm) Of course the AV players will bellow "oh GG man, you just can't aim" *cough* When blasters worked, if you rushed me in an AV suit, I would pop your grape. ( I still hear that loverly sound with my ARR so it's all good)
The Rattati-man himself has spoken and declared blasters AV, and I respect that. But they are now in a place that even with skill, it can make you respec. The blaster was the tank that kept foot AV off the rangers, and turned the tide in a blitz with multiple tanks. Simple as that. My feels was to drive through the smoldering hull of my enemy after I ran him through. Now I feel like this: http://youtu.be/Zy7OdvPvFyU The hare, obviously.
Maybe a 7-10m radius that has very low dispersion? Maybe raise large turret a tiny hair and give us lower aim? Reduce dispersion, but give an AI dmg penalty? Idk if that would be a coding nightmare or not. If "be suppressed" is always the only option, I will just stop tanking for good.
TL;DR - Blasters have been nerfed to a state where foot AV can just have their way with you. Nolo contendere. We have to be close to fight. Can we fix this without breaking balance?
p.s. I pulse my blasters in 3-5 round braps to avoid dispersion and heat and can still barely get shots on a tank rusher. Try hitting a scout that's sprinting, jumping, tossing grenades, and remotes, and plasma, with a gun that does shoot where you aim it... lol oh wait
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16931
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Posted - 2015.02.03 00:44:00 -
[323] - Quote
Also wondering of High Alpha AoE turrets are on the "To Do List " for vehicles....... still sorely needed.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Alena Ventrallis
Intara Direct Action Caldari State
2526
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Posted - 2015.02.03 02:08:00 -
[324] - Quote
A point of contention on all blaster discussion; they MUST MUSTVMUST do enough damage to stop shield regen AT THE MLT/STD LEVEL.
There can be no arguments made here. If it cannot do that on its own unassisted, then it cannot do AV.
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
6939
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Posted - 2015.02.03 06:04:00 -
[325] - Quote
Devadander wrote:I've stayed quiet for too long. Here's the deal folks. I have full V everything blaster, and can watch a SICA go hardened, and watch the damage stop. I got the pure cold drop on a gunni only to have it harden, start regen, and turbo off into the redline sunset. Edit: Forgot to mention, I don't even go after armor tanks because if they have a rep and a hardener, see youtube link. Yes. I have killed fledgling tankers in their badly fit MLT tanks with ease. ... With ions and a blaster dmg mod. Our range sucks. Our dispersion sucks. Our DPS is a joke. And that's versus VEHICLES. First I must say, Ratti-man, I love you. Idk how one dude can make the difference you have, but keep it up. Now the taboo. A solo-fit rail is 90% of the time far far away from viable AV threats. A solo -fit missile can suppress AV. A solo-fit blaster is, well, yeah Tommy. The AV players know, that on foot, versus blaster, they have a 7-9% chance of dying. They just run straight at you dripping saliva and disgorging all manner of AV. (I do it... can confirm) Of course the AV players will bellow "oh GG man, you just can't aim" *cough* When blasters worked, if you rushed me in an AV suit, I would pop your grape. ( I still hear that loverly sound with my ARR so it's all good) The Rattati-man himself has spoken and declared blasters AV, and I respect that. But they are now in a place that even with skill, it can make you respec. The blaster was the tank that kept foot AV off the rangers, and turned the tide in a blitz with multiple tanks. Simple as that. My feels was to drive through the smoldering hull of my enemy after I ran him through. Now I feel like this: http://youtu.be/Zy7OdvPvFyU The hare, obviously. Maybe a 7-10m radius that has very low dispersion? Maybe raise large turret a tiny hair and give us lower aim? Reduce dispersion, but give an AI dmg penalty? Idk if that would be a coding nightmare or not. If "be suppressed" is always the only option, I will just stop tanking for good. TL;DR - Blasters have been nerfed to a state where foot AV can just have their way with you. Nolo contendere. We have to be close to fight. Can we fix this without breaking balance? p.s. I pulse my blasters in 3-5 round braps to avoid dispersion and heat and can still barely get shots on a tank rusher. Try hitting a scout that's sprinting, jumping, tossing grenades, and remotes, and plasma, with a gun that does shoot where you aim it... lol oh wait
This. This right here is very much why I refer to attacking vehicles as akin to a mugging. This is why I wanted to be involved in the process.
Because knowing I'm not likely to die unless the stars align is not fun for me.
AV
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THUNDERGROOVE
Fatal Absolution
1388
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Posted - 2015.02.03 06:51:00 -
[326] - Quote
Breakin Stuff wrote:
This. This right here is very much why I refer to attacking vehicles as akin to a mugging. This is why I wanted to be involved in the process.
Because knowing I'm not likely to die unless the stars align is not fun for me.
I honestly miss the days when I felt like killing a vehicle was an accomplishment. I was actually proud of myself, even when tanks were in a "bad" place.
I'm the Rayman of uplinks.
21 day EVE trial.
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The-Errorist
994
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Posted - 2015.02.03 19:24:00 -
[327] - Quote
True Adamance wrote:Also wondering of High Alpha AoE turrets are on the "To Do List " for vehicles....... still sorely needed. I'm guessing it's the fragmented missile turrets.
MAG & cb Dust vet. Forum alt of Velvet Overkill
Glorious racial tank hull spreadsheet
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Alena Ventrallis
Intara Direct Action Caldari State
2530
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Posted - 2015.02.03 19:33:00 -
[328] - Quote
The-Errorist wrote:True Adamance wrote:Also wondering of High Alpha AoE turrets are on the "To Do List " for vehicles....... still sorely needed. I'm guessing it's the fragmented missile turrets. He means like in an Abrams main turret kind if way.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16944
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Posted - 2015.02.03 22:03:00 -
[329] - Quote
Alena Ventrallis wrote:The-Errorist wrote:True Adamance wrote:Also wondering of High Alpha AoE turrets are on the "To Do List " for vehicles....... still sorely needed. I'm guessing it's the fragmented missile turrets. He means like in an Abrams main turret kind if way. Yeah I don't like the idea for firing more than 1-2 shells in rapid succession....and by rapid I do mean within the space of 3 seconds.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Petrified Ancient Tree
Expert Intervention Caldari State
0
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Posted - 2015.02.04 05:35:00 -
[330] - Quote
Biggest issue with turrets are their placement on maps. More often than not I find the turret locations in very illogical locations: Blaster turrets in open areas, not controlling a bottleneck or tight location Railturrets behind clusters of buildings and terrain where their main feature - taking a target at range, is useless. They need wider, clearer lines of sight... then you can nerf them. Missile turrets also end up with the same issue as Rail Turrets.
Also, while we are talking about turrets: rail guns for HAVs - can you add a zoom function like the stationary turrets have? Makes no sense to have a long range weapon without it. |
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