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Thread Statistics | Show CCP posts - 17 post(s) |
Godin Thekiller
The Corporate Raiders
2849
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Posted - 2015.02.08 20:04:00 -
[421] - Quote
Doc DDD wrote:Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect. Or don't use a basic blaster fit.
These kind of arguments don't even make sense.
click me
Blup Blub Bloop. Translation: Die -_-
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Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 20:26:00 -
[422] - Quote
Godin Thekiller wrote:Doc DDD wrote:Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect. Or don't use a basic blaster fit. These kind of arguments don't even make sense.
Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar.
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Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 20:29:00 -
[423] - Quote
Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700.
DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus.
DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7020
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Posted - 2015.02.08 20:38:00 -
[424] - Quote
Doc DDD wrote:Godin Thekiller wrote:Doc DDD wrote:Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect. Or don't use a basic blaster fit. These kind of arguments don't even make sense. Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar.
even a militia weapon should be able to kill a proto target when wielded by a skilled operator.
there's no reality where an STD blaster turret should be unable to break shield regen on ANY HAV.
the perception that this is ok is half the problem with the damn gunnlogi.
AV
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.08 20:41:00 -
[425] - Quote
Doc DDD wrote:Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700. DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus. DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking. So the large missile launcher will only be viable on the Caldari DHAV, and nothing else? You've missed the point I was trying to make. Each turret should be equally viable, independent of which hull you put it on. The DHAV is only there for specialization, not for making a useless turret viable.
Look at the turrets themselves, and forget about the hulls for the moment. What if every infantry weapon was only viable on one dropsuit and each dropsuit only affected one weapon? You wouldn't like that, would you?
"By His light, and His will"- The Scriptures, 12:32
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Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 20:51:00 -
[426] - Quote
Harpyja wrote:Doc DDD wrote:Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700. DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus. DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking. So the large missile launcher will only be viable on the Caldari DHAV, and nothing else? You've missed the point I was trying to make. Each turret should be equally viable, independent of which hull you put it on. The DHAV is only there for specialization, not for making a useless turret viable. Look at the turrets themselves, and forget about the hulls for the moment. What if every infantry weapon was only viable on one dropsuit and each dropsuit only affected one weapon? You wouldn't like that, would you?
What, like amar assault's and scrambler? Commandos with sniper rifles, rail rifles ( cal) and swarms ( min), assault rifles and gal assault... Sounds like Dust to me..
If you drive a missile tank, that isn't a DHAV, up to the front of a rail tank and just sit there, then you asked to get popped.
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.08 20:56:00 -
[427] - Quote
Doc DDD wrote:Harpyja wrote:Doc DDD wrote:Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700. DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus. DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking. So the large missile launcher will only be viable on the Caldari DHAV, and nothing else? You've missed the point I was trying to make. Each turret should be equally viable, independent of which hull you put it on. The DHAV is only there for specialization, not for making a useless turret viable. Look at the turrets themselves, and forget about the hulls for the moment. What if every infantry weapon was only viable on one dropsuit and each dropsuit only affected one weapon? You wouldn't like that, would you? What, like amar assault's and scrambler? Commandos with sniper rifles, rail rifles ( cal) and swarms ( min), assault rifles and gal assault... Sounds like Dust to me.. If you drive a missile tank, that isn't a DHAV, up to the front of a rail tank and just sit there, then you asked to get popped. You still don't get it, do you? It shouldn't take a role bonus just so that a useless weapon is on par with another weapon that requires no bonuses to be useful?
Stop trolling around and go find some other game to ruin.
"By His light, and His will"- The Scriptures, 12:32
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Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 21:00:00 -
[428] - Quote
Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar. [/quote]
even a militia weapon should be able to kill a proto target when wielded by a skilled operator.
there's no reality where an STD blaster turret should be unable to break shield regen on ANY HAV.
the perception that this is ok is half the problem with the damn gunnlogi.[/quote]
It is literally double hardened for a maximum of 30 seconds, a skilled operator would get him to trigger hardeners and wait out thertimer from safety ie nitro away, then come back and pop him while he panics heading for the redline.
You are right, a skilled operator should be able to win in militia gear, not stand in front of full proto and tank more damage than full proto and deal more damage than proto. Stop trying to nerf things that are working and concentrate on fixing that which is broken.
He is focusing on the double hardened gunlogi which can tank the damage a basic blaster dishes out for 30 seconds. After which the cooldown is around 40 seconds where the Madrugar will still be repping, and if armor hardeners are ever fixed still hardened .
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Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 21:33:00 -
[429] - Quote
Harpyja wrote:Doc DDD wrote:Harpyja wrote:Doc DDD wrote:Harpyja wrote:I decided to put a few of the proposed large turret attributes into graphs/plots. My suggestions will be at the end of this post. Link-First graph: Damage Over Time *This graph simulates damage over time if each turret were to begin shooting at time=0s. The large missile launcher and blaster turret have no charge-up, so they start off with a non-zero damage value, whereas the large railgun starts at time=0.35s. There's a few things I want to point out that I find striking. Even though the large railgun has the least DPS, it manages to maintain the highest damage dealt at any given point. Note that the blaster and railgun are graphed up to one shot before overheat (railgun overheats on the fifth and blaster overheats on the 32nd). Unfortunately there is no cooldown time given so far, meaning that this was the furthest I could plot the graph. However, one thing that you should see is how the large missile launcher compares with the other two. It will deal the least amount of damage but has the longest reload time. I believe it is safe to say that the cooldown times on the large railgun and blaster will be much shorter than the reload time. This means that over any given period of time, the large missile launcher will always have the least amount of accumulated damage dealt. -Second graph: Damage Per Clip Vs Reload Time The large missile turret stands out like a sore thumb in this graph. It deals the least amount of damage per clip, yet suffers from the longest reload time. -Third graph: CPU Vs PG Again, the large missile turret sticks out. It costs more CPU and PG than the large railgun. -My suggestions: I think that it is fair to say that the large missile launcher will not be competitive. It deals the least amount of damage per clip, which also happens to be smaller than the amount of damage the large blaster and railgun deal to overheat, but also has the longest reload time. Something needs to change. I think the best option that would put the large missile launcher into a competitive position is if it actually has the fastest reload time. I am basing this suggestion off of the first two graphs. Having a reload time that is about as long as the cooldown time on the large railgun and blaster means that it will not lag behind in damage application over time. This will put its reload time at around 6 seconds (based off of current cooldown times IIRC), which makes an almost linear fit on the second graph. Another thing that needs to change which I have noticed ever since 1.7, is that the PG cost of the large missile launcher needs to be less than the large railgun. The large missile launcher has the highest CPU cost of all of the turrets, so it is reasonable that it should have the smallest PG cost. Making a linear curve of best fit on the third graph will put its PG cost at about 700. DHAV gives missiles and blasters at least 25% permanent bonus at level 5, rails will not get bonus. DHAV will push forward and backwards over and over so only half the rail shots connect due to poor tracking. So the large missile launcher will only be viable on the Caldari DHAV, and nothing else? You've missed the point I was trying to make. Each turret should be equally viable, independent of which hull you put it on. The DHAV is only there for specialization, not for making a useless turret viable. Look at the turrets themselves, and forget about the hulls for the moment. What if every infantry weapon was only viable on one dropsuit and each dropsuit only affected one weapon? You wouldn't like that, would you? What, like amar assault's and scrambler? Commandos with sniper rifles, rail rifles ( cal) and swarms ( min), assault rifles and gal assault... Sounds like Dust to me.. If you drive a missile tank, that isn't a DHAV, up to the front of a rail tank and just sit there, then you asked to get popped. You still don't get it, do you? It shouldn't take a role bonus just so that a useless weapon is on par with another weapon that requires no bonuses to be useful? Stop trolling around and go find some other game to ruin.
why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
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The-Errorist
1027
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Posted - 2015.02.08 21:39:00 -
[430] - Quote
Will you guys stop calling standard stuff basic!? Also you guys realize that proto hardeners give the same damage reduction as militia, so stop comparing stuff to specifically proto hardeners.
My Basic medium frames, logis & Commandos
Racial tanks
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Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 21:45:00 -
[431] - Quote
The-Errorist wrote:Will you guys stop calling standard stuff basic!? Also you guys realize that proto hardeners give the same damage reduction as militia, so stop comparing stuff to specifically proto hardeners.
That downtime though |
Harpyja
Legio DXIV
2316
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Posted - 2015.02.08 21:46:00 -
[432] - Quote
Doc DDD wrote:why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
Please, I didn't make the graphs and an attempt at constructive feedback to show that the large missile launcher is not on par with the other turrets only to have you come around and try to make senseless arguments and claims that it's perfectly fine for a weapon to be useless if there's a role bonus that puts it on par with the other weapons.
"By His light, and His will"- The Scriptures, 12:32
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17020
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Posted - 2015.02.08 21:57:00 -
[433] - Quote
Doc DDD wrote:
why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
Lol at player who suggests a main gun that fires every 1.8 seconds takes skill to use.
"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
313
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Posted - 2015.02.08 22:00:00 -
[434] - Quote
Harpyja wrote:Doc DDD wrote:why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
Please, I didn't make the graphs and an attempt at constructive feedback to show that the large missile launcher is not on par with the other turrets only to have you come around and try to make senseless arguments and claims that it's perfectly fine for a weapon to be useless if there's a role bonus that puts it on par with the other weapons.
They are nice graphs
The missile turret does lots of damage before the rail even gets a shot off. Good time for missile tank to take cover or move on to a target 12 seconds away.
I understand what you are trying to say, but we have different opinions with regard to your worries. |
Doc DDD
TeamPlayers Negative-Feedback
313
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Posted - 2015.02.08 22:02:00 -
[435] - Quote
True Adamance wrote:Doc DDD wrote:
why so mad though lol
if you can't figure away out to use your highslots properly for a missile tank fit with 5 highs on shields and 3 highs on armor then i don't know what to say other than don't park your missile tank in front of rails and just hold down fire expecting +75 +75 +50.
Try using rails, it seems more your style if you can't manage with 8000 insta damage and unskilled 12 sec reload.
Lol at player who suggests a main gun that fires every 1.8 seconds takes skill to use.
where did I say it takes skill to shoot 1.8 times a second, I said that's what he should try and use if he can't figure out how to work his fits in different engagements... ie more point and shoot, less flank and timing and cover.
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Harpyja
Legio DXIV
2316
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Posted - 2015.02.09 00:00:00 -
[436] - Quote
Doc DDD wrote:They are nice graphs
The missile turret does lots of damage before the rail even gets a shot off. Good time for missile tank to take cover or move on to a target 12 seconds away.
I understand what you are trying to say, but we have different opinions with regard to your worries. I shouldn't even be replying to you anymore; you even failed to read the first graph correctly.
Your idea of how a missile HAV is supposed to engage is not how things are supposed to be balanced. It would make more sense if the missile launcher could unleash all 5400 damage in 1-2 seconds, making the missile HAV use a peek-a-boo style of combat. However, it requires a full 4.5 seconds, which is almost the same time it would take to overheat the blaster or railgun. You cannot just launch your volley anymore and hide, because you'll be getting shot at for more damage when you are firing. Then you have a full 12 seconds to reload, whereas the other HAV needs only a few seconds to cooldown and finish you off.
"By His light, and His will"- The Scriptures, 12:32
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Caeli SineDeo
Imperfects Negative-Feedback
730
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Posted - 2015.02.09 05:45:00 -
[437] - Quote
Old player giving some feed back from the good old days. From my experience the thing that has made the rail jack of all trades is not the weapons themselves but vehicle physics.
Back in E3 Uprising build Nano fiber Tanks where a viable option. This allowed for fast tanks that could turn on a dime and have good foward/reverse acceleration. Back during this build I could run nano fiber plus blaster and beat rail tanks in close range combat by circling them. Because of the rails slow rotation speeds. But in current build these physics got more smashed together. Turning tight circles around other tanks is not easy.
This is the biggest thing that has pushed me away from Dust 514 Vehicle physics became clunky. And when they removed nanofibers you had no way to remotely effect these things. So without the speed and the handling/turning it is hard to take advantage of the quick rotation of the blaster and missile turrets. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7023
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Posted - 2015.02.09 08:56:00 -
[438] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Pokey's had to put up with spkr's snide comments one time too many in the HAV threads denigrating his character.
Please make an effort to separate your statements from the riffraff.
I'd complain about him denigrating mine, but I'm content to point and laugh at him in turn so it works out. How many times do I have to say that I'm commenting about the ideas, not the person?
Then quit trying to tell people they are unqualified to comment on a vidya game they play.
have a helpful link.
Also look up the word : hypocrisy.
AV
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Tesfa Alem
Death by Disassociation
831
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Posted - 2015.02.09 10:52:00 -
[439] - Quote
Harpya, can you make an extended chart that continues to show damage over longer periods of time? I would like too see how long each turret needs to hit a damage threshold. Lets just say how long will each tank need to empty the entire ammo supply, and chart that damage over time.
That way, we can see if several full clip bursts from missiles can out pace blaster damage. And how much blaster/rail damage can be done after each cooldown/reload?
A s in Time x axis, damage y axis and the line graph marking the total damage over time until each tank finishes ther ammo supply.
Redline for Thee, but no Redline for Me.
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1262
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Posted - 2015.02.09 14:56:00 -
[440] - Quote
Doc DDD wrote:Godin Thekiller wrote:Doc DDD wrote:Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect. Or don't use a basic blaster fit. These kind of arguments don't even make sense. Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar.
It doesn't do enough damage to a basic hardened fit either. I've tested this with a proto ion against duel hardeners to the same result btw.
Tanks - Balancing Turrets
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Harpyja
Legio DXIV
2319
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Posted - 2015.02.09 17:13:00 -
[441] - Quote
Tesfa Alem wrote:Harpya, can you make an extended chart that continues to show damage over longer periods of time? I would like too see how long each turret needs to hit a damage threshold. Lets just say how long will each tank need to empty the entire ammo supply, and chart that damage over time. That way, we can see if several full clip bursts from missiles can out pace blaster damage. And how much blaster/rail damage can be done after each cooldown/reload? A s in Time x axis, damage y axis and the line graph marking the total damage over time until each tank finishes ther ammo supply. I'm afraid that without the cooldown times on the blaster and rail, I've plotted them as far as I could.
"By His light, and His will"- The Scriptures, 12:32
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Devadander
Woodgrain Atari
231
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Posted - 2015.02.09 23:07:00 -
[442] - Quote
Godin Thekiller wrote:Devadander wrote:Pokey Dravon wrote:Devadander wrote:Most of the people here screaming for blaster changes I never see actually using blasters. Lowering RoF will make them trash.
Speed it up, or leave it alone. I would argue its a matter of, do you want it accurate with a lower fire rate? Or higher fire rate with current dispersion? I think both options have merit. The first requiring you to time your shots so they can hit a smaller moving target, and the latter being rolling the dice to hope the RNG puts the shots where they need to go. Are you trying to criticize me for wanting the turret to be more reliant on skill than luck? Also note that I've never seen you use a blaster either, but I understand that such anecdotal evidence means practically nothing, so I don't make baseless accusations because of it. Sorry if you felt like you were being called out. Must be a chip on your shoulder. I know Godin was one of few tankers on my level back in the old days, but pretty sure he was rail. I've seen spkr in a tank a lot but never blaster, mostly rails, sometimes missiles. I see breakin stuff breakin stuff a lot, but that's on foot lol. (but he also admits he is pure foot action) I've used all turrets since day 1, mostly blaster.
Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17050
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Posted - 2015.02.09 23:16:00 -
[443] - Quote
Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that
Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret.
Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges?
"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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Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.10 02:17:00 -
[444] - Quote
True Adamance wrote:Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret. Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges?
Artys are what you're looking for. A blaster is not.
Still going for Shotty turret, and current blaster design as medium turrets does sound like a great idea, which is why I asked for it a long time ago.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17062
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Posted - 2015.02.10 02:38:00 -
[445] - Quote
Godin Thekiller wrote:True Adamance wrote:Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret. Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges? Artys are what you're looking for. A blaster is not. Still going for Shotty turret, and current blaster design as medium turrets does sound like a great idea, which is why I asked for it a long time ago.
A Blaster COULD be a turret I would use. Shotgun could work if it is implemented correctly. Keep those auto shotguns away from its design and you might have a winner.
Thaddeus said burst fire could work as well but you'd need a proper down time between the bursts.
"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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Hell Destroyer
State of Purgatory General Tso's Alliance
13
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Posted - 2015.02.10 02:49:00 -
[446] - Quote
Here is what I am seeing out there people are using rails from a far to get kills or up close these tanks live and get a few kills, blaster tanks are seen and get like 2-5 kills and get popped for being up close and not being able to hit anything, and missiles are being used as AV only and will kill almost any tank out there be it shields or armor. |
Godin Thekiller
The Corporate Raiders
2856
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Posted - 2015.02.10 03:23:00 -
[447] - Quote
True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret. Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges? Artys are what you're looking for. A blaster is not. Still going for Shotty turret, and current blaster design as medium turrets does sound like a great idea, which is why I asked for it a long time ago. A Blaster COULD be a turret I would use. Shotgun could work if it is implemented correctly. Keep those auto shotguns away from its design and you might have a winner. Thaddeus said burst fire could work as well but you'd need a proper down time between the bursts.
I don't care if it's full auto or semi auto (although burst fire shotty would be weird, I'd have to play with that), as long as it's a shotty, and it has a decent damage application and a good enough spread to apply decent damage to a enemy HAV within like 45m, I would probably like it.
EDIT: You were asking for a turret made to be explosive ordinance type cannon sort of thing. That fits artys to the T as far as I've seen looking at consensus on concepts (either a direct cannon similar to that of modern day tanks, or indirect howitzer similar to that of self propelled guns). A blaster doesn't really, as it's both not long range weapons, as well as not very explosive in nature comparing to that of artys, hell even Rockets or missiles fits you better.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17065
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Posted - 2015.02.10 03:44:00 -
[448] - Quote
Godin Thekiller wrote:True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:Devadander wrote:Been a long time since GWA man, sorry for hazy memories. I do remember you being a bada$$ though so there's that Blasters have been my thing since I started using Gallente tanks back in 1.3 or whenever it was...... loved em to bits then because I had the ability basically apply my turret to universally good ranges.... having played more game with tanks in them.....the blaster is woefully inappropriate for main tank turret. Chuck it on an MAV hull and boom you have IFV's which would be awesome....... but tanks in Dust...... simply don't act like tanks..... where's the ordinance? the explosive force of the rounds? The ranges? Artys are what you're looking for. A blaster is not. Still going for Shotty turret, and current blaster design as medium turrets does sound like a great idea, which is why I asked for it a long time ago. A Blaster COULD be a turret I would use. Shotgun could work if it is implemented correctly. Keep those auto shotguns away from its design and you might have a winner. Thaddeus said burst fire could work as well but you'd need a proper down time between the bursts. I don't care if it's full auto or semi auto (although burst fire shotty would be weird, I'd have to play with that), as long as it's a shotty, and it has a decent damage application and a good enough spread to apply decent damage to a enemy HAV within like 45m, I would probably like it. EDIT: You were asking for a turret made to be explosive ordinance type cannon sort of thing. That fits artys to the T as far as I've seen looking at consensus on concepts (either a direct cannon similar to that of modern day tanks, or indirect howitzer similar to that of self propelled guns). A blaster doesn't really, as it's both not long range weapons, as well as not very explosive in nature comparing to that of artys, hell even Rockets or missiles fits you better.
It fits all turret types tbh I was talking more about the Tri-Shot being burst fire though.
"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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CCP Rattati
C C P C C P Alliance
16993
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Posted - 2015.02.10 03:48:00 -
[449] - Quote
Guys, thanks for all the advice.
I am going to lock this down now, because pages keep adding and I can't keep up .
The final proposal will be posted as fast as I can. Stay tuned.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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