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Thread Statistics | Show CCP posts - 17 post(s) |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
821
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Posted - 2015.01.26 13:27:00 -
[61] - Quote
MINA Longstrike wrote:DeathwindRising wrote:they where designed to be a hard counter to armor, and i always assumed that laser turrets would be OP vs shields whenever they come out Hard counters are terrible design. Soft counters are much nicer. Essentially it goes 'ha stupid idiot, you brought out something that wasn't the meta, hope you like dying!'. It turns it into a contest of stats rather than a contest of skill.
since CCP Blam!s guiding hand, we ended up trying to undo everything he did. the current overall design is "waves of opportunity"
everything is based on hard counters currently.
passive hit n run fits to force active module fits into early activation so they can kill them on cool down.
active mod fits for brawling.
blaster vs passive shield tanks
railguns vs everything
missiles vs armor tanks.
i can literally look at a tank and know the fit based on its HP values because theres only a handful of fits anyone runs. its not going to change though. FOTM will always be the fit thats noob friendly. smart players know how to counter with completely whacked out fits.
theres no soft counter i can think of except the case of the traditional brawler maddy vs a long range railgun gunnlogi. that always plays out with whoever control range best wins. its not based on the fit at that point because the counter is in the hands and experience of the pilots involved. we dont have that in today vehicle fights |
The-Errorist
971
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Posted - 2015.01.26 13:29:00 -
[62] - Quote
Changes look pretty good, but the dispersion growth rate of blasters in general when firing needs go down.
Edit: as The True Inferno said, the ability to reload while overheating would be great for blasters.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The True Inferno
Taiyou Corporation Proficiency V.
148
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Posted - 2015.01.26 13:33:00 -
[63] - Quote
My (long list of) suggestions
Large turrets:
Blaster turret: -Should be primally AI, strives in CQC -Change damage to around 180-200 per shot -Change damage falloff damage to provide a damage increase in CQC-á -Change clip to 100 -Increase accuracy/Return it to per nerf form -Reduce efficiency against infantry to around 50% -Reduce turn speed of turret, which would create another use for tracking enhancers to exist and balances anti-infantry(eg-If infantry is standing still, tanker easy-blaps them, If infantry moves around quickly/runs at an angle, tanker has a hard time keeping up with them) - The ability to reload while overheating
Missile(Ballistics) turret: -Change to burst fire -Create two separate turret types, rocket and missile, change skill to ballistics
Missile turret: -Designed to fire missiles that lock-on to vehicles and installations(possibly using swarm launcher mechanics) primarily AV - Missiles would travel towards target at medium velocity - Reduced damage to around 440-460 and smaller aoe of around 1-1.2 meters - Missiles would only be able to turn half as effective as swarms - Bursts launches 4 missiles with a small burst interval of around 0.6-0.8 sec -Long reload time
Rocket turret - Designed to fire rockets which have no targeting systems, equally effective at both AV and AI but would not strive in either area - Rockets would travel at high velocity - Rockets would do around 530-550 damage and have an aoe of around 3-4 meters - Burst launches 4 rockets with a large burst interval of around 1.2 sec - Medium reload time
Rail turret - Should be primarily a AV turret, high alpha, medium to low dps - Instead of having a max range of 300 meters and ending there, it should do full damage-áat 275 and should have damage falloff until its max range of 350 meters - The ability to reload while overheating
Don't have much more to say about this turret
Small turrets:
- CHANGE THE DAM DISPERSION SO YOU CAN AT LEAST FIRE STRAIGHT WHILE MOVING(would fix almost all of problems with small turrets)
Blaster turret - Improve accuracy - Increase range - Improve hit detection - Slightly increase efficiency against vehicles
Railgun turret - Reduce effect against infantry as its an AV turret - Improve-áreticle so you can acutely hit what your aiming at
Missile turret - Slightly increase rof to balance it with the railgun turret - Increase its freaken aoe from this tiny 2.5 meters to around 3.5 to 4, also why the hell was this changed?
ScP = GÖÑ
Burst AR all the way!
An Ace Pilot
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Breakin Stuff
Internal Error. Negative-Feedback
6765
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Posted - 2015.01.26 14:23:00 -
[64] - Quote
Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues.
AV
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Thaddeus Reynolds
Facepunch Security
167
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Posted - 2015.01.26 14:41:00 -
[65] - Quote
CCP Rattati wrote:First Turret Proposal is up in the spreadsheet, just to have a foundation to discuss.
Blaster DPS Missiles in Clip down Heat on Rails up
Check out the ratios calculated for comparison.
Attempting to equalize damage per clip/ammo
I'd focus on equalizing Damage per Ammo, not necessarily Damage per clip
This has already been brought up, but current rail-guns overheat on the fourth shot, so I'd leave their heat statistics alone.
General concensus among HAV operators is that Tank v Tank is too short atm (even with shields), so I'd also look into lowering overall DPS (or raising overall eHP considerably) once a comfortable ratio of range:DPS is thought out
I also think that the 2k DPS is a bit excessive on blasters compared to the 967 on rails. Blasters should be about 20-30% more DPS than rails, not 100% more imo...my reasoning is a combination of space-side blasters vs rails, but also a ratio greater than current infantry based weaponry (albeit slightly increased).
If you're going to keep Large "Missile" Turret Salvo functionality, I think you're on the right track...particularly if you make armor hardeners worth fitting (See posts in the bring back initiative threads on having both Standard and Flux hardener for both shields and armor).
Are you flat out opposed to changing how the current turrets work? (I.E.: No PLC or Shotgun Blaster)? Or are you saving discussion of that for once you get solid DPS and other Statistics numbers down?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
822
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Posted - 2015.01.26 14:42:00 -
[66] - Quote
Breakin Stuff wrote:Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues.
issues? haha this is classic CCP.oh, something has been UP for months? lets make it FOTM for 6 months. we know its OP, but we need supporting data first to confirm what everyone already knew was going to happen.
"in other news... sales of AV weapon went up by 1000% today amid cries of OP tanks."
"its Tanks 514 all over again!"
"I'm quitting Dust"
"I'm gonna biomass myself unless ccp fixes this!"
and tanker's will be like... "Blame CCP, we told them not to do it." |
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CCP Rattati
C C P C C P Alliance
15780
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Posted - 2015.01.26 14:46:00 -
[67] - Quote
Breakin Stuff wrote:Madrugars suffer from massive fitting failures. The gunnlogi fitting is very generous and allows solid fits. Even to the point of rendering many turrets and AV options moot.
Which is what I have been saying as well, this thread is about making all three turrets viable.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3535
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Posted - 2015.01.26 15:54:00 -
[68] - Quote
The large blaster needs slower rate of fire and more damage per shot, less ai more av. Each shot needs a tiny radius and damage (like 40 damage) for suppression.
The rail needs to be less viable at short range tank combat, and more long range sniping but with slower shot intervals. Needs os splash radius and damage back, but with lower rof it won't be a murder machine more suppressive really.
The missile turret needs to fall in the middle ground between these two, it should have a tight missile spread for better mid range capabilities but a lower dps than the blaster so it doesn't excel at cq. It does need better sustained damage capabilities so the reload should be buffed, honestly all turrets need a slight reloading buff more so for the missile turret though.
supercalifragilisticexpialidocious
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Breakin Stuff
Internal Error. Negative-Feedback
6768
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Posted - 2015.01.26 15:59:00 -
[69] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Madrugars suffer from massive fitting failures. The gunnlogi fitting is very generous and allows solid fits. Even to the point of rendering many turrets and AV options moot. Which is what I have been saying as well, this thread is about making all three turrets viable.
My reasoning for wanting to start low is once you stack a 2000 DPS blaster on a UHAV, which is resistant to swarms, forge guns et al, there's going to be an issue even if you force it to require a module. 750 base DPS on any turret would have been sufficient to challenge even a chromosome Surya bricked out. I actually killed one with my 600 DPS base damage IAFG. But if we start the DPS values lower as a baseline:
750 ish for rails at proto: High alpha, slower rate of fire means brawling is a bad idea. DHAVs would not be overpowering compared to other hull types using the weapon and you could justify re-introducing splash. You'd still OHK infantry on a direct hit, but you can't spam shots as fast, so you have to rely on the warhead to clear the rats and make them run.
850-ish to missiles: Removes the point blank "armor killing shotgun" and justifies adding decent splash at mid range, mid alpha and mid RoF. Missiles could easily be a workhorse weapon if properly set up, well balanced for fighting all comers.
900-950 for blasters: This is the DPS equivalent of the HMG. The HMG has a lot of obnoxious but even if you tightened the dispersion on the blaster you won't achieve as reliable kills without patience. You wouldn't be ripping out DPS so fast that it has to be artificially slowed, and without splash it means every shot has to count. The way blasters are set up infantry can literally step between the fire delay and maybe only get hit once. This will be the go-to weapon for UHAVs most likely.
I'd like to set the turrets up so they are formidable, but do not require artificial brakes to protect infantry that will gimp their AV capacity. I think there's ways we can do this without breaking the balancing acts wide open.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4554
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Posted - 2015.01.26 16:26:00 -
[70] - Quote
You're basically always going to have issues with any turret that has a high fire rate and lots of shots in the magazine, like the Large Blaster, when it comes to Turret vs Infantry balance. As it is now dispersion is pretty high but even 1-2 shot bursts can land shots pretty close to where you want them to go. This is of course an element of luck involved in hitting infantry with a Large Blaster but the fact of the matter is that you can still do it consistently enough to cause issues, and rightfully so as the weapon is supposed to be AV. It is far easier to consistently kill infantry with a Large Blaster than it is a Railgun or Missile turret.
The immediate reaction is "Oh just increase dispersion further" but you quickly get to the point where dispersion is so bad you can't even hit a vehicle properly with enough shots to deal appreciable damage which is part of what makes the Large Blaster so horrible at AV. Dropping the fire rate and upping the damage might help but might also be worse. It means that while less shots are going out, it takes all that much fewer lucky shots to drop an infantry, so it's questionable if that will change much at all. What is also problematic is that "Short Range" for a vehicle is vastly different for an infantry. Meaning that even though the blaster is "Short Range" for a vehicle, it's actual range is seemingly much larger for infantry trying to take cover.
It might be a bit ambitious but I think a general redesign on how a Large Blaster fires would be the best solution. The two best proposals in my opinion are as follows:
Shotgun Blaster: I've always felt the Shotgun really hit the nail on the head of what a blaster is, which is surprise up-close "OH KITTEN!" damage which is basically going to rip anything apart that's close to it. If the Large Blaster could fire like a shotgun, preferably lots of pellets with a low damage per pellet, in full auto mode with a pretty slot refire rate, you could achieve a true Blaster feel. Dispersion is tight enough to reliably hit the majority of your pellets onto a large target at 30-40m but would struggle to do a lot of damage to a small target due to low pellet damage.
I don't know if you guys can retrofit the shotgun fire mode to a turret and playtest it internally, but if you can give it a go and see how it feels.
Plasma Cannon: This also hits that Blaster feel pretty damn well. The "I dunno if I"m going hit you but if I do, it's going to hurt". I believe it was True Adamance that came up with this one, but essentially to fire either a 3 burst of Plasma Cannon shots or a triangle of them. This is fairly self explanatory, but at close range you could easily land all 3 shots on a large target, but hitting a small target would be....well about as hard as consistently doing it with a Infantry PLC. It's kind of a variant of the shotgun, just with very few, but higher damage 'pellets'. Damage per shot should obviously be lower than a PLC.
Again if internal playtesting is possible, I'd love to see how this sort of concept performs.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Alaika Arbosa
Minmatar Republic
2430
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Posted - 2015.01.26 16:30:00 -
[71] - Quote
Quick question
I noticed that the Energy/Projectile Large Turrets were not included in the Spreadsheet.
Wouldn't it be a good idea to include them in the balance pass or will they just be analogous to the similar hybrid turret (Artillery/Beam->Rail and Autocannon/Pulse->Blaster)?
This is of course assuming that when we get Racial Parity among vehicles soon, we'll be getting Racial Parity among Turrets as well.
Thanks in advance.
We the pc players make up a huge majority of active players. --Roman837
^^ROFLMAO
OMG I need to catch my breath now..
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Stefan Stahl
Seituoda Taskforce Command
927
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Posted - 2015.01.26 16:37:00 -
[72] - Quote
I like the blaster in its form of a vehicle mounted assault rifle. I also like that it is an AI-capable weapon. Again, this ties HAVs into the escalation of a match very nicely.
However, if any turret has AI-capabilities - that means if HAVs are part of the rest of the match - then this AI-capability has to be factored in with the 'utility' of the turret. If one turret is good at AV and also good at AI it's going to be plain more useful than another turret that is only capable of AV. That is how we got to the recent situation where the blaster was exceptional against infantry but fell short against vehicles. These days it's bad against both AI and AV.
There are three levers here. AI capability, AV capability and fitting requirements. I don't think we have to reduce the problem to "all turrets have equal AI capability of zero, equal AV capability and equal fitting requirements". |
Harpyja
Legio DXIV
2287
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Posted - 2015.01.26 16:47:00 -
[73] - Quote
Pokey Dravon wrote:You're basically always going to have issues with any turret that has a high fire rate and lots of shots in the magazine, like the Large Blaster, when it comes to Turret vs Infantry balance. As it is now dispersion is pretty high but even 1-2 shot bursts can land shots pretty close to where you want them to go. This is of course an element of luck involved in hitting infantry with a Large Blaster but the fact of the matter is that you can still do it consistently enough to cause issues, and rightfully so as the weapon is supposed to be AV. It is far easier to consistently kill infantry with a Large Blaster than it is a Railgun or Missile turret.
The immediate reaction is "Oh just increase dispersion further" but you quickly get to the point where dispersion is so bad you can't even hit a vehicle properly with enough shots to deal appreciable damage which is part of what makes the Large Blaster so horrible at AV. Dropping the fire rate and upping the damage might help but might also be worse. It means that while less shots are going out, it takes all that much fewer lucky shots to drop an infantry, so it's questionable if that will change much at all. What is also problematic is that "Short Range" for a vehicle is vastly different for an infantry. Meaning that even though the blaster is "Short Range" for a vehicle, it's actual range is seemingly much larger for infantry trying to take cover.
It might be a bit ambitious but I think a general redesign on how a Large Blaster fires would be the best solution. The two best proposals in my opinion are as follows:
Shotgun Blaster: I've always felt the Shotgun really hit the nail on the head of what a blaster is, which is surprise up-close "OH KITTEN!" damage which is basically going to rip anything apart that's close to it. If the Large Blaster could fire like a shotgun, preferably lots of pellets with a low damage per pellet, in full auto mode with a pretty slot refire rate, you could achieve a true Blaster feel. Dispersion is tight enough to reliably hit the majority of your pellets onto a large target at 30-40m but would struggle to do a lot of damage to a small target due to low pellet damage.
I don't know if you guys can retrofit the shotgun fire mode to a turret and playtest it internally, but if you can give it a go and see how it feels.
Plasma Cannon: This also hits that Blaster feel pretty damn well. The "I dunno if I"m going hit you but if I do, it's going to hurt". I believe it was True Adamance that came up with this one, but essentially to fire either a 3 burst of Plasma Cannon shots or a triangle of them. This is fairly self explanatory, but at close range you could easily land all 3 shots on a large target, but hitting a small target would be....well about as hard as consistently doing it with a Infantry PLC. It's kind of a variant of the shotgun, just with very few, but higher damage 'pellets'. Damage per shot should obviously be lower than a PLC.
Again if internal playtesting is possible, I'd love to see how this sort of concept performs. The issue with making the large blaster the best CQC AV turret will make missiles rather worthless. Unless if the large blaster is limited to an incredibly short range like 50 meters, the large railgun will simply be better at AV than missiles beyond the large blaster's optimal.
Compared to large missiles, large railguns have 1) higher accuracy, 2) faster projectile speed, and 3) higher damage per shot. This makes it much easier to hit targets at range and you don't have to land as many shots to deal the necessary damage. Also add in the proposed higher splash radius and damage and it's better suited to killing infantry as well.
The only way I see to keep missiles competitive is to give them slight passive tracking abilities against vehicles. Meaning, each missile will automatically guide itself with limited capabilities to the vehicle closest to where the user is aiming (maybe a slight redesign of the reticle to show this target area where missiles will passively track vehicles). This is to allow the large missile turret to be usable at longer ranges (since currently if you've ever used one you'll know that it's only effective up to about 100 meters) and be able to apply the only thing that makes it good: its alpha DPS.
"By His light, and His will"- The Scriptures, 12:32
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Harpyja
Legio DXIV
2287
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Posted - 2015.01.26 16:51:00 -
[74] - Quote
Stefan Stahl wrote:I like the blaster in its form of a vehicle mounted assault rifle. I also like that it is an AI-capable weapon. Again, this ties HAVs into the escalation of a match very nicely.
However, if any turret has AI-capabilities - that means if HAVs are part of the rest of the match - then this AI-capability has to be factored in with the 'utility' of the turret. If one turret is good at AV and also good at AI it's going to be plain more useful than another turret that is only capable of AV. That is how we got to the recent situation where the blaster was exceptional against infantry but fell short against vehicles. These days it's bad against both AI and AV.
There are three levers here. AI capability, AV capability and fitting requirements. I don't think we have to reduce the problem to "all turrets have equal AI capability of zero, equal AV capability and equal fitting requirements". I'd prefer it the most if the types of turrets (not size) determined their roles:
Blasters: best at AI, worst at AV Missiles: good at both Railguns: best at AV, worst at AI
I think the large blaster fell perfectly in its role before it got the dispersion nerf. It was the best at AI but the worst at AV, and people seemed to forget that you need as much skill to aim it as you do with any other weapon. It never did the aiming for you.
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4556
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Posted - 2015.01.26 17:02:00 -
[75] - Quote
Harpyja wrote:The issue with making the large blaster the best CQC AV turret will make missiles rather worthless. Unless if the large blaster is limited to an incredibly short range like 50 meters, the large railgun will simply be better at AV than missiles beyond the large blaster's optimal.
Compared to large missiles, large railguns have 1) higher accuracy, 2) faster projectile speed, and 3) higher damage per shot. This makes it much easier to hit targets at range and you don't have to land as many shots to deal the necessary damage. Also add in the proposed higher splash radius and damage and it's better suited to killing infantry as well.
The only way I see to keep missiles competitive is to give them slight passive tracking abilities against vehicles. Meaning, each missile will automatically guide itself with limited capabilities to the vehicle closest to where the user is aiming (maybe a slight redesign of the reticle to show this target area where missiles will passively track vehicles). This is to allow the large missile turret to be usable at longer ranges (since currently if you've ever used one you'll know that it's only effective up to about 100 meters) and be able to apply the only thing that makes it good: its alpha DPS.
I agree. For a turret which sports (I believe) 300m range...good luck hitting anything that's moving at 300m. I think if you make Missiles more viable at medium to long range, either by some passive tracking or higher missile velocity, you can afford to tone down its DPS to a more reasonable level so you're not instablapping Madrugars. Currently, as you stated, Missiles are restricted to be a short to medium range weapon which I don't think was the intention, nor is it really in line with EVE standards of missiles being fairly long range within their size class.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4558
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Posted - 2015.01.26 17:14:00 -
[76] - Quote
Harpyja wrote:Stefan Stahl wrote:I like the blaster in its form of a vehicle mounted assault rifle. I also like that it is an AI-capable weapon. Again, this ties HAVs into the escalation of a match very nicely.
However, if any turret has AI-capabilities - that means if HAVs are part of the rest of the match - then this AI-capability has to be factored in with the 'utility' of the turret. If one turret is good at AV and also good at AI it's going to be plain more useful than another turret that is only capable of AV. That is how we got to the recent situation where the blaster was exceptional against infantry but fell short against vehicles. These days it's bad against both AI and AV.
There are three levers here. AI capability, AV capability and fitting requirements. I don't think we have to reduce the problem to "all turrets have equal AI capability of zero, equal AV capability and equal fitting requirements". I'd prefer it the most if the types of turrets (not size) determined their roles: Blasters: best at AI, worst at AV Missiles: good at both Railguns: best at AV, worst at AI I think the large blaster fell perfectly in its role before it got the dispersion nerf. It was the best at AI but the worst at AV, and people seemed to forget that you need as much skill to aim it as you do with any other weapon. It never did the aiming for you.
Yes and No. I think it should go on a gradient scale
<------------Best AP---------------------------------------------------Best AV------------> Small Blaster - Small Missile - Small Rail - Large Blaster - Large Missile - Large Rail
However when I say that I mean in a generalist, broad sense. Typically speaking burst damage and range are going to excel in AV capabilities, which is why Rails do so well. However that's in a broad sense, and I think that even though Railguns are considered better AV than a Blaster overall, if a Railgun and a Blaster get into a brawl at close range, the Blaster should still be superior. So in general yes, the Large Blaster is more AP than AV compared to the Rail, but it should still outperform the rail when within its optimal range.
"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
6770
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Posted - 2015.01.26 17:31:00 -
[77] - Quote
what happens if you make missiles like a "burst" weapon with fast launch, lower alpha but a wide area saturation and decently fast reload?
This is PURE brainstorming guys.
AV
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Lazer Fo Cused
Shining Flame Amarr Empire
641
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Posted - 2015.01.26 17:47:00 -
[78] - Quote
Breakin Stuff wrote:what happens if you make missiles like a "burst" weapon with fast launch, lower alpha but a wide area saturation and decently fast reload?
This is PURE brainstorming guys.
1. Not enough damage to kill a target since you need multiple bursts assuming each missile hits the target and each break gives the target vehicle time to react with any mods they have and time to move and get into position to counter or just back away completely meaning a chase is on or a brawl
2. Infantry tears if the satuation area is big and splash is in line with a 6ft missile |
Stefan Stahl
Seituoda Taskforce Command
928
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Posted - 2015.01.26 17:49:00 -
[79] - Quote
Breakin Stuff wrote:This is PURE brainstorming guys. I think the "peak DPS near sustained DPS" design space is completely unoccupied right now.
Basically give it 4 in the mag for a ~1200 hp volley and a ~1.5 sec reload. Arrives at 800 DPS until ammo runs out. If you're going to accept delayed damage application, why not specialize in prolonged engagements? |
Operative 1174 Uuali
Y.A.M.A.H
394
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Posted - 2015.01.26 18:33:00 -
[80] - Quote
Fix the hit detection et al on small blasters on an ADS. I've been right down on targets and only one round registers if even that.
I'm better than laser focused; I'm hybrid focused.
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501st Headstrong
0uter.Heaven
821
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Posted - 2015.01.26 18:50:00 -
[81] - Quote
Is possible to readd the types of turrets from Pre 1.7? That way you have variations?
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4562
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Posted - 2015.01.26 19:01:00 -
[82] - Quote
501st Headstrong wrote:Is possible to readd the types of turrets from Pre 1.7? That way you have variations?
Variants are an obvious step but I feel the base turrets themselves need work, and since variants are built of the base turrets, it would be ill advised to implement them at this time.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2889
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Posted - 2015.01.26 19:46:00 -
[83] - Quote
Please remove any rail damage bonuses to tanks, especially on the DHAVs. It will promote nothing but triple damage-modded redline tanks.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Sir Dukey
Murphys-Law General Tso's Alliance
1596
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Posted - 2015.01.26 20:34:00 -
[84] - Quote
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 TurretsPlease discuss.
Just make a blaster turret AI!! IT WAS MEANT TO BE!!!!!!!!!!!!!!!!!!!!!!!!!!
Acquire Currency, Disregard Female Canis lupus familiaris
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4563
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Posted - 2015.01.26 20:37:00 -
[85] - Quote
Sir Dukey wrote: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 TurretsPlease discuss. Just make a blaster turret AI!! IT WAS MEANT TO BE!!!!!!!!!!!!!!!!!!!!!!!!!!
Souce? The only official stance I've ever seen is that Large Turrets are AV, small turrets are AP.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
Murphys-Law General Tso's Alliance
1596
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Posted - 2015.01.26 20:39:00 -
[86] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Alright I looked at your initial there.
My first thought is that, unless you intend for EHP capacity to be based off the current Gunnlogi these turrets for AV will cause nosebleedingly short fights.
2000 DPS is mind-numbingly short duration. Currently the only turret that breaks 1000 DPS by any significant margin is the missile turret.
For basic purposes, until you have the hulls locked down, that you make turret DPS step up rather than have one sub-1000 DPS cannon then two above 2000.
Right now, without finalized hull average EHP I can only base these numbers off what we have now.
My assesment In the aforementioned vacuum is that I think missiles need their rate of fire dropped and their velocity stepped up. There really should be no need for a fragmented version with a low splash damage hit with a moderate radius to represent collateral damage from a large shaped charge.
In today's climate I'd recommend high alpha for rails around 1750 alpha and an overall base DPS of 700-750, a bit ahead of handheld AV.
I would recommend setying missiles to a base 800-850 which would require a more sustained fire pattern than instablap barrage.
And I would recommend setting blasblastersres to 900-950 DPS and tweak upward based on your finalized hulls.
It will be easier to step the weapons up or down as needed en masse if we set up a baseline Rather than having to play guessing games with each one.
If we start here, then it's easier to balance them so they can be used on infantry without being overpowering or needing special modules to tighten the dispersion.
My two cents. Hope it helps. I believe missile burst dps is effectively 3600 and blaster havs need to get into short range. If the consensus is to reduce DPS overall, then we first get the dps/range curve right, and then reduce all dps.
Make it rock papers and scissors.
Railguns- AV Missiles- AV/Infantry depending on fragmented or not Blasters- AI turrret that does roughly 600 DPS to Infantry up to 50m with pin point accuracy minus the magnetic bullet effect we used to have - Clip of 40 Introduce the Scattered blaster that has High DPS with a little bit lower Dispersion than now and have 100 in a clip.
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Sir Dukey
Murphys-Law General Tso's Alliance
1596
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Posted - 2015.01.26 20:43:00 -
[87] - Quote
Pokey Dravon wrote:Sir Dukey wrote: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 TurretsPlease discuss. Just make a blaster turret AI!! IT WAS MEANT TO BE!!!!!!!!!!!!!!!!!!!!!!!!!! Souce? The only official stance I've ever seen is that Large Turrets are AV, small turrets are AP.
Whatever is AP/AI get's nerfed to sh*t because infantry cry... There was not a single good complaint between chromosome and 1.6 about large blaster turrets. Than CCP messed them up. They need to go back to the way they were. Blasters being AV is some bull crap started by Rattati.
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Sir Dukey
Murphys-Law General Tso's Alliance
1596
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Posted - 2015.01.26 20:54:00 -
[88] - Quote
Rattati- Don't reduce missiles ammo- it is unnecessary nerf and no need for it. Also the Blaster should fire slower but do more damage per shot. When I think of Tank Large Cannons, I think of slow firing high damage type of round.
https://www.youtube.com/watch?v=PdL1SvuR1EA
Watch Level caps turret. (the main one) That is what the large blaster should be like. The small blaster better suits high RPM like a mini gun.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4567
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Posted - 2015.01.26 21:07:00 -
[89] - Quote
Sir Dukey wrote:Whatever is AP/AI get's nerfed to sh*t because infantry cry... There was not a single good complaint between chromosome and 1.6 about large blaster turrets. Than CCP messed them up. They need to go back to the way they were. Blasters being AV is some bull crap started by Rattati. Actually Large Blasters were absurdly good at killing infantry, and it was a huge problem. And that's coming from someone who used them a shitload back in the day. I would constantly get infantry kills in situations and ranges where I had not business getting said kills.
Tell me, if Large Blasters are supposed to be AP, then what is the purpose of Small Blasters? The same thing but weaker? How do you plan to balance those two without making one over or underpowered?
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Sir Dukey
Murphys-Law General Tso's Alliance
1596
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Posted - 2015.01.26 21:18:00 -
[90] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Whatever is AP/AI get's nerfed to sh*t because infantry cry... There was not a single good complaint between chromosome and 1.6 about large blaster turrets. Than CCP messed them up. They need to go back to the way they were. Blasters being AV is some bull crap started by Rattati. Actually Large Blasters were absurdly good at killing infantry, and it was a huge problem. And that's coming from someone who used them a shitload back in the day. I would constantly get infantry kills in situations and ranges where I had not business getting said kills. Tell me, if Large Blasters are supposed to be AP, then what is the purpose of Small Blasters? The same thing but weaker? How do you plan to balance those two without making one over or underpowered?
Tell me, if light weapons are AP like Combat Rifle with DPS of 600. Isn't it on to have a combat rifle like side arm (SMG) with lower DPS as a secondary?
Anyway, false, they were good but not OP. HMG has more DPS than a blaster turret, hell even a ScR had more DPS than a blaster turret.
Not to mention that the good Proto Blaster turret used to be 1 million frekin isk compared to HMG that was 47k isk. The range was good and expected from a large Turret. It was good in close quarters and was viable in medium range up up to about 50-60m.
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