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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1908
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Posted - 2015.03.12 19:25:00 -
[1] - Quote
Can barley kill a soma with a hardener and some armor. You might as well not even engage a Madrugar and it was already worthless against shield vehicles.
Tanks are pretty bad. You can't fit anything beucase our slots went up by a lot but not our fitting power.
-Proto tanks not worth the 700k isk price tag at all. - Shield Hardeners CPU consumption is extreme. It takes 1/3 of my CPU to put on one hardener. I literally rather have the one penalty cap than this sh*t. - I cannot fit anything on gunnlogi- If I want all proto modules on my Proto tank- I have to use all turrets standard or ADV.
-Madrugars wreck gunnlogi face like no other. Overall, I hate it.
What I see in my eyes- INFLATION!
I hate this.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1908
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Posted - 2015.03.12 19:46:00 -
[2] - Quote
Pokey Dravon wrote:Large Missiles in general need to be reimagined. This whole "have to gank in 1 salvo or I die" mechanic is just bad. Too binary.
Yeah but they are so bad to a point where you cannot kill even kill basic armor vehicles with proto missiles. Imagine if the ScR couldn't kill shields- that is how it feels.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1908
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Posted - 2015.03.12 19:57:00 -
[3] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Large Missiles in general need to be reimagined. This whole "have to gank in 1 salvo or I die" mechanic is just bad. Too binary. Yeah but they are so bad to a point where you cannot kill even kill basic armor vehicles with proto missiles. Imagine if the ScR couldn't kill shields- that is how it feels. Oh I called it before the hotfix even dropped. With a a binary system like that they're either going to be overpowered, or underpowered. Echo simply moved it from the former to the latter. I think we can make it a high alpha weapon that's viable, but we need to get away from the current philosophy behind it.
I think clip size should be increased to 24. If you're gonna half my DPS, double my clip damage.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1908
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Posted - 2015.03.12 19:58:00 -
[4] - Quote
True Adamance wrote:Sir Dukey wrote:Pokey Dravon wrote:Large Missiles in general need to be reimagined. This whole "have to gank in 1 salvo or I die" mechanic is just bad. Too binary. Yeah but they are so bad to a point where you cannot kill even kill basic armor vehicles with proto missiles. Imagine if the ScR couldn't kill shields- that is how it feels. Haven't tested things yet but isn't the missile reload longer now? If it is it might need another pass by CCP Rattati after a week or two to adjust for the new tanks. I was also not a fan of the "Missile Invalidates all Armour Tank" paradigm.
We get like half way thru an armor on a adv armor tank.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1908
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Posted - 2015.03.12 20:11:00 -
[5] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Large Missiles in general need to be reimagined. This whole "have to gank in 1 salvo or I die" mechanic is just bad. Too binary. Yeah but they are so bad to a point where you cannot kill even kill basic armor vehicles with proto missiles. Imagine if the ScR couldn't kill shields- that is how it feels. Oh I called it before the hotfix even dropped. With a a binary system like that they're either going to be overpowered, or underpowered. Echo simply moved it from the former to the latter. I think we can make it a high alpha weapon that's viable, but we need to get away from the current philosophy behind it. I think clip size should be increased to 24. If you're gonna half my DPS, double my clip damage. That would simply double the damage in the magazine, which would make it overpowered again. We have to get away from this "Kill it in one magazine" mentality, it simply will not work.
I don't know if you noticed but during that reload for missiles- it gives the enemy tank more than enough time to kill you. All turrets have damage spread over time, why not the same for Missiles as well.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1911
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Posted - 2015.03.12 20:30:00 -
[6] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Large Missiles in general need to be reimagined. This whole "have to gank in 1 salvo or I die" mechanic is just bad. Too binary. Yeah but they are so bad to a point where you cannot kill even kill basic armor vehicles with proto missiles. Imagine if the ScR couldn't kill shields- that is how it feels. Oh I called it before the hotfix even dropped. With a a binary system like that they're either going to be overpowered, or underpowered. Echo simply moved it from the former to the latter. I think we can make it a high alpha weapon that's viable, but we need to get away from the current philosophy behind it. I think clip size should be increased to 24. If you're gonna half my DPS, double my clip damage. That would simply double the damage in the magazine, which would make it overpowered again. We have to get away from this "Kill it in one magazine" mentality, it simply will not work.
I really really hate the fire rate. 200 isn't natural to my finger. And it doesn't help when fighting infantry or tanks.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1916
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Posted - 2015.03.13 01:22:00 -
[7] - Quote
KEROSIINI-TERO wrote:Pokey Dravon wrote:Large Missiles in general need to be reimagined. This whole "have to gank in 1 salvo or I die" mechanic is just bad. Too binary. The Large Missiles were slightly on the overpowered side. True, the rate of fire became lower than expected. But I'm gonna test it still. The rate is actually very close to the rate I was aiming to tap at range. Naturally that is not the same instagank like it used to be vs other tankers, but that's only fair.
Added in with the fact that is has just a little more DPS than the Railgun- it has 1/3 the damage per missile, 1/2 the speed of the railgun and it's clip is worth about 4 railgun shots of damage. Now, it also has 2/3 the range.
In every way I see railgun better than missiles. Frankly- the missiles depended on the ability of instagank high DPS to kill vehicle before they could pop hardeners.
As you know- they have always been useless against Shield tanks. Now with Half the DPS they are half as effetive which give enemy tanker more than enough time to activate all of their modules. Also adding in the fact that Armor Hardeners are 40% and Armor HAV's are repping over 200 per sec without stop in regen. Missiles have become extremely weak against good armor.
When you pick up ScR you expect it to shred shield most efficiently than the other weapons. In this case however, when I pick up missiles (Anti-Armor) they don't do as expected.
Also- you must also add that reload rate has gone up by a whole 2 seconds which in battle is one more railgun shot in my hull before I am done reloading.
Also- Railguns have heat build up but that can be countered by the use of modules. Missiles have small ammo clip, little damage per clip, and on top of that, it has a very much reduced DPS. Not only that, but the missile also has no modules to help it with it's weaknesses.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1916
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Posted - 2015.03.13 01:29:00 -
[8] - Quote
Godin Thekiller wrote:Sir Dukey wrote:
I really really hate the fire rate. 200 isn't natural to my finger. And it doesn't help when fighting infantry or tanks.
Then would you take a higher ROF, but a lower damage?
Low DPS is the problem- I'm not breaking tanks with the DPS provided added in with the fact that missiles have low clip and long reload. One clip from a proto missile launcher can deal 6000-7000 damage. Add in a 40% Hardener and that instantly goes down by a 3600 damage to armor. Now add in the fact that armor tanks passively repair. That damage would take about 4 seconds to apply. which means the armor tank can gain by 800 hardened HP (Assuming that most Armor tankers have 200 reps per sec). NOW- add in that 12 second reload and the armor tank has enough time to regain all it's HP except shields.
Hat is just a terrible combination of stats.
Remember that saying that to counter tripple rep maddies just use Missile 201? The no lnger exists because a blaster is much better at killing a shield tank than missiles are at killing armor tanks.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1916
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Posted - 2015.03.13 02:09:00 -
[9] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Sir Dukey wrote:
I don't know if you noticed but during that reload for missiles- it gives the enemy tank more than enough time to kill you.
I don't know about that , they changed it where you can fire mid reload but it's only for missiles that I noticed as of yet but you had to have it at least a third of the way before you could fire so that somewhat negated the " long " load time . If reload is maxed , it doesn't seem that long anyway .
6 seconds is the initial so you reload only after the 6 seconds is up and after the 6 seconds, you have to wait about second for every missile which is like another 8-12 seconds.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1920
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Posted - 2015.03.13 22:14:00 -
[10] - Quote
Pokey Dravon wrote:Sir Dukey wrote: Low DPS is the problem- I'm not breaking tanks with the DPS provided added in with the fact that missiles have low clip and long reload. One clip from a proto missile launcher can deal 6000-7000 damage.
Well, to be fair, assuming my calcs are right. Large Blaster - Damage to Overheat: 2,848 Damage Large Blaster - Damage in Magazine: 13,350 Damage Large Blaster - DPS till Overheat: 1,113 DPS Large Railgun - Damage to Overheat: 5,089 Damage Large Railgun - Damage in Magazine: 20,358 Damage Large Railgun - DPS till Overheat: 1,060 DPS Large Missile - Damage in Magazine: 6,474 Damage Large Missile - DPS till Reload: 1,798 DPS So as you can see the DPS of the Missile turret is actually clearly superior in that it can output more damage before it has to stop to reload (or in the case of the Rail/Blaster, cool down). However it's downtime makes it's sustained DPS very low. So as we've stated before, you typically have to kill the target in the first volley or you're dead. Increasing the magazine size would make its total damage per magazine completely out of hand. You could reduce the reload speed but with such heavy burst damage, you run risk of it being unmanageable to balance it against other turrets. Simply put I really need to test it more in-game before I come down to a final conclusion, however I think we basically need to make the burst DPS lower and the sustained DPS higher, it's simply too much of a difference with other turrets. This will likely come down to a mixture of less damage per missile and a faster reload, as well as potentially a slightly larger magazine.
Imagine if shotguns only had one round in the chamber. Yay for great DPS but then what? Reload and die? It's stupidly easy to rep back during the reload. The only reason missiles were good was because they had alpha, now we people repping right through missiles especially since armor hardeners are 40%, each missile does like 500 something damage and you can reduce it to 300 damage per missiles x12= 3600 damage. Woopty do, what the fk are you gonna kill with that much damage?
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