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Thread Statistics | Show CCP posts - 32 post(s) |
DarthJT5
Random Gunz RISE of LEGION
290
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Posted - 2015.03.05 22:30:00 -
[1] - Quote
Missiles are getting hit with several nerfs at the same time.... Half ROF( this was warranted) plus slower reload speed, AND less ammo? Why? And why are rails getting a ammo BUFF when they already have TONS more damage per mag and total damage than large missiles? Then we have the fact that Large Missiles are the most fitting intensive turret in the game, costing more CPU AND PG the the rail, which brings me to the conclusion that Missiles will be by far the worst turret for tanks.
The only thing I would change is the ROF. It is a little excessive, but everything else is fine. In fact, a reload speed BUFF is more appropriate than a nerf, seeing as how both the Blaster and Rail rely moreso on overheat, which is much faster than Large missile reload
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 03:08:00 -
[2] - Quote
Just to put this in perspective for Large Missile vs. Large Rail now and post Echo
Now
Damage per mag. Rail wins by a very large margin. Total damage. Rail still wins by a large margin. Range. Rail wins by 50m. Alpha DPS. Missile wins by huge margin. Sustained DPS. Rail wins by huge margin. Ease of use*. Rail wins Against shield. Rail wins HUGE. Against armor. Missile wins in cqc, rail wins mid to long range. Total Ammo. Missile wins. Ammo capacity. Missile wins by 3. Reload speed. Rail wins. Fitting capacity. Rail wins in both CPU and PG
Basically, missiles are only good in suprise attacks against armor tanks or un-hardened shield tanks. Even then, rails do it almost as well as missiles whil being better at everything else currently.
Post Echo
Damage per mag. Rail wins by a 3 to 1 margin. Total Damage. Rail wins by 3 to 1 margin. Range. Same. Alpha DPS. Missile still wins, but not as good. Sustained DPS. Rail is on a different planet compared to missiles. Ease of use*. Same. Against Shield. Same. Against Armor. Rail wins due to Missile losing its insta-gank ability. Total ammo. Tie. Ammo capacity. Tie. Reload speed. Rail wins by larger margin. Fitting capacity. Same.
With Echo, rails will become better than missiles at everything. There will be no reason to use missiles whatsoever besides infantry suppression, and even then, rails kill all infantry suits with one shot, while missiles may require up to 3.
Why is this? Why are rails and Missiles getting the same ammo capacity when rail has 3x the damage? Why, when the rails already have TONS more damage per mag, able to destroy 2-3 tanks in a mag, than missiles, that can destroy 1 tank at most per mag. ON TOP OF giving rails the same total ammo capacity, so they can stay on the field and destroy 3x more things than missiles.
Missiles were already a niche turret, now your making them flat-out unviable.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 07:10:00 -
[3] - Quote
Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf.
I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 13:59:00 -
[4] - Quote
Godin Thekiller wrote:HOLY PERFECTION wrote:CCP WHY ARE MISSILES GETTING NERFED SO MUCH. ACTUALLY AT ALL? Because It being a better CQ weapon than blasters is silly. Which warranted a DPS nerf. Not a nerf to every stat besides range...
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.06 21:22:00 -
[5] - Quote
Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there.
So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.07 01:00:00 -
[6] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Pokey Dravon wrote:
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there. So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO. Pretty much. Im glad Rattati is looking at making the Large Missiles work better, but I think it may take a change in philosophy to make them work properly....I'll try to get off my ass today and work on some numbers. To make it work, I think we need to deviate from the philosophy that Missile is supposed to be in between rails and blusters at everything. Rails = long range low DPS. Blaster = short range High DPS.
Missile on the other hand, is short to mid range Burst/Alpha DPS king, while being bad at sustained DPS unlike the other two. It will remain as the only turret able to take out a MLT or low HP tank within a few seconds, but will most likely lose a head on fight against a rail at long range or a blaster a close range.
All said and done, I'm waiting for your numbers and can't wait to critique them :D
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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