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KA24DERT
TeamPlayers Negative-Feedback
1082
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Posted - 2015.03.04 09:04:00 -
[1] - Quote
I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:14:00 -
[2] - Quote
KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. Get out.
AV
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LudiKure ninda
Dead Man's Game RUST415
209
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Posted - 2015.03.04 09:41:00 -
[3] - Quote
I can only say hahahahah
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5166
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Posted - 2015.03.04 09:58:00 -
[4] - Quote
It's really not that easy to sniped infantry with a forge or railgun unless they're being derpy and just standing there.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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KA24DERT
TeamPlayers Negative-Feedback
1082
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Posted - 2015.03.04 10:17:00 -
[5] - Quote
Breakin Stuff wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. Get out. Forge guns take 3.25 seconds to fire at the fastest. That's less than 500 DPS. Rifles are higher. No. Get out. Rail turrets are similar DPS is hardly a factor if the alpha is higher than 95% of dropsuit EHP. Charge time is hardly a factor if forges and rails usually dictate engagement terms due to their range.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5182
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Posted - 2015.03.04 11:14:00 -
[6] - Quote
KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths.
10/10
Usually banned for being too awesome.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
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Posted - 2015.03.04 11:40:00 -
[7] - Quote
Himiko Kuronaga wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. 10/10 No, he's actually being serious. that's the sad part.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
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Posted - 2015.03.04 11:41:00 -
[8] - Quote
KA24DERT wrote:Breakin Stuff wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. Get out. Forge guns take 3.25 seconds to fire at the fastest. That's less than 500 DPS. Rifles are higher. No. Get out. Rail turrets are similar DPS is hardly a factor if the alpha is higher than the EHP of most dropsuits. Charge time is hardly a factor if forges and rails usually dictate engagement terms due to their range. So does a sniper rifle, which both out-ranges and is fully capable of killing a sentinel outright if you use the charged variant.
AV
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HOLY PERFECTION
Corrosive Synergy RISE of LEGION
52
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Posted - 2015.03.04 14:50:00 -
[9] - Quote
LISTEN TO ME THE REASON WHY TANKS CAMP ARE BECAUSE OF SWARMS. THEY BASICALLY REDLINE US. ohh and p.s. ill still kill you all even with a nerfed rail turrent. So dont matter eitherway.
I WILL WIN... DESTINY
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5179
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Posted - 2015.03.04 17:39:00 -
[10] - Quote
Breakin Stuff wrote: So does a sniper rifle, which both out-ranges and is fully capable of killing a sentinel outright if you use the charged variant.
Plus a Forge Gun basically doesn't have any zoom like a sniper rifle, and a railgun can't hold the charge like a sniper rifle.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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XxBlazikenxX
Y.A.M.A.H
420
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Posted - 2015.03.04 17:46:00 -
[11] - Quote
Almost a good troll. Still can't top the thread about nerfing strafing though.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Spkr4theDead
Red Star.
3035
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Posted - 2015.03.04 17:46:00 -
[12] - Quote
KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. So you want to nerf aim? Go away
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Xocoyol Zaraoul
Superior Genetics
3476
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Posted - 2015.03.04 20:23:00 -
[13] - Quote
This idea is bad and you should feel bad.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Bahirae Serugiusu
Vendetta Reactionary Force
561
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Posted - 2015.03.04 20:26:00 -
[14] - Quote
If you can hit a moving target with a forge gun you deserve to kill them.
The State will always survive.
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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 20:35:00 -
[15] - Quote
Spkr4theDead wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. So you want to nerf aim? Go away Nope, I don't want to nerf aim, that was another thread by somebody else. The problem with the random dispersion idea is that it will also affect AV capabilities.
This is strictly a damage reduction nerf specifically against Infantry, in the same manner rifles can barely hurt Vehicles. With this change I'd like to bring splash back, which would make it easier to inflict damage and suppress infantry without the insta-gib.
If Remotes are ever fixed, this will be the next point of frustration.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Godin Thekiller
The Corporate Raiders
2953
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Posted - 2015.03.04 20:42:00 -
[16] - Quote
But I like my Forge Snipers :'(
click me
Blup Blub Bloop. Translation: Die -_-
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TooMany Names AlreadyTaken
Going for the gold
849
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Posted - 2015.03.04 20:47:00 -
[17] - Quote
It's funny how I rage yelling HOWWWW??? when I get sniped by a railgun, and laugh uncontrollably when I snipe others in the same way.
Found my favorite DJ - ATB
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7514
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Posted - 2015.03.04 21:05:00 -
[18] - Quote
KA24DERT wrote:Spkr4theDead wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. So you want to nerf aim? Go away Nope, I don't want to nerf aim, that was another thread by somebody else. The problem with the random dispersion idea is that it will also affect AV capabilities. This is strictly a damage reduction nerf specifically against Infantry, in the same manner rifles can barely hurt Vehicles. With this change I'd like to bring splash back, which would make it easier to inflict damage and suppress infantry without the insta-gib. If Remotes are ever fixed, this will be the next point of frustration.
you are 1 versus literally everyone else on this matter.
AV
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Jakkal Shoobah
T.H.I.R.D R.O.C.K RISE of LEGION
85
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Posted - 2015.03.04 21:22:00 -
[19] - Quote
No no no. I agree with him. There's plenty or lore to support the OP. Stuff like uhh . Hey unngh hmm. I'll get back to you on that.
While slow to anger and occasionally indecisive, they are also capable of harnessing enormous resolve when truly tested.
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HOLY PERFECTION
UNIVERSAL C.A.R.N.A.G.E
54
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Posted - 2015.03.04 21:23:00 -
[20] - Quote
YOU the people of the forums, are so ******* ignorant.
I WILL WIN... DESTINY
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17461
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Posted - 2015.03.04 21:26:00 -
[21] - Quote
Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
Assuming the 80Gj rounds function like the EVE Javelin Rounds with their graviton pulse detonators Railgun rounds are smart rounds and to some extend must carry a small payload.... just be glad CCP never implmented the Iridium Flechette that were supposed to come with that.
"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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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 21:33:00 -
[22] - Quote
True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic.
But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits.
Also nanites.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
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Posted - 2015.03.04 21:51:00 -
[23] - Quote
KA24DERT wrote:True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic. But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits. Also nanites. that's the dumbest thing I have ever heard.
Mostly I'm going to say that No. Sorry, learn to freaking dodge.
AV
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Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 22:10:00 -
[24] - Quote
I'm going to go ahead and suggest that instead all AV weapons need to have a useful anti-infantry component to them to make them enjoyable to use.
Much like the Plasma Cannon. Within its range it's pretty awesome against shield vehicles (if used on a commando suit) but also lots of fun against infantry. I recently suggested a more anti-infantry inclined Forgegun variant (the tactical Forgegun at 1.3 s charge time, 500 damage a shot and ~90 m range) and I'd absolutely support the return of Swarm Launcher dumb fire mode (~200 splash damage every ~2 seconds at 2 meter splash per missile).
Is anyone against reintroducing Forgegun Splash damage? Even if it's just ~200 damage at 2 meter radius. It'd be helpful. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17461
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Posted - 2015.03.04 22:25:00 -
[25] - Quote
KA24DERT wrote:True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic. But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits. Also nanites.
Why bother with a specific kind of technology that deliberately limits your weapons destructive potential when existing examples are present that do not require this kind of modification?
"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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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 22:58:00 -
[26] - Quote
True Adamance wrote:KA24DERT wrote:True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic. But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits. Also nanites. Why bother with a specific kind of technology that deliberately limits your weapons destructive potential when existing examples are present that do not require this kind of modification? Because video game rules can be arbitrary but should submit to FUN.
Also nanites.
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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 23:07:00 -
[27] - Quote
Stefan Stahl wrote:I'm going to go ahead and suggest that instead all AV weapons need to have a useful anti-infantry component to them to make them enjoyable to use.
Much like the Plasma Cannon. Within its range it's pretty awesome against shield vehicles (if used on a commando suit) but also lots of fun against infantry. I recently suggested a more anti-infantry inclined Forgegun variant (the tactical Forgegun at 1.3 s charge time, 500 damage a shot and ~90 m range) and I'd absolutely support the return of Swarm Launcher dumb fire mode (~200 splash damage every ~2 seconds at 2 meter splash per missile).
Is anyone against reintroducing Forgegun Splash damage? Even if it's just ~200 damage at 2 meter radius. It'd be helpful. That sounds like a good direction.
I don't think any AV should be useless to infantry, and should have some killing ability. I think 200 splash for base damage is fine for most AV, and 300 for a direct hit is reasonable.
But applying the full damage of AV against AI makes them too good.
I think Rattati's recent data dump showed that rail tanks are ranked the #6 killer in PCs, and I doubt most of those are tank kills.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
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Posted - 2015.03.04 23:18:00 -
[28] - Quote
So your idea of " balance is that forge guns are only allowed to do 300 damage every 3.25, 4 and 5.5 seconds, for a DPS count of less than 100.
Gee. That isn't self serving and indicative that AV gunners aren't easy enough to gank so we're taking the challenge away amirite?
This has little to no value when the weapon requires extremes of patience and a steady hand.
I've had every rifle take a sentinel from max health to zero in the time it takes to charge ONCE.
AV
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Stormblade Green
KnightKiller's inc.
33
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Posted - 2015.03.04 23:22:00 -
[29] - Quote
Breakin Stuff wrote:So your idea of " balance is that forge guns are only allowed to do 300 damage every 3.25, 4 and 5.5 seconds, for a DPS count of less than 100.
Gee. That isn't self serving and indicative that AV gunners aren't easy enough to gank so we're taking the challenge away amirite?
This has little to no value when the weapon requires extremes of patience and a steady hand.
I've had every rifle take a sentinel from max health to zero in the time it takes to charge ONCE.
Been on both ends....
o7
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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XxBlazikenxX
Y.A.M.A.H
423
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Posted - 2015.03.04 23:33:00 -
[30] - Quote
I can't believe there are serious answers to this thread.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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