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DarthJT5
Random Gunz RISE of LEGION
299
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Posted - 2015.03.13 03:33:00 -
[1] - Quote
Large Missiles are horribad. The worst they ever have been in the history of Dust, and completely out classed by rails, so something needs to be done. I consider myself an expert on them as I have used them for over 2 years. That being said, here are my ideas on how to balance them (with inspiration from Pokey Dravon).
Currently, Missiles have several problems.
1. They have the same ammo capacity as the Rail, which is dumb, considering the rail does 3x the damage of a missile. Missiles should have at least double, at most triple the total ammo of rails to be fair.
2. They don't have enough damage in a magazine to justify having the longest reload time of all the turrets.
3. They no longer shoot fast enough to actually do any decent damage before hardeners or other mods are activated.
4. They're not even good at killing armor tanks of the same tier anymore.
So here are my proposed changes.
Change RoF from 200 to 400 again. Surprisingly, I'm pretty sure pre Echo missiles would be just fine in this climate we have now, with armor being very good and shield also being as impervious as ever to explosive damage.
Change total ammo capacity from 108 to around 250-300 so they can stay on the field as long as a rail.
Change magazine size from 12 to 10. This change might suprise you, but now we get t the good part.
Change reload time to start at 2 seconds instead of 6, and then make a total reload take around 6 seconds before skills.
With these changes, we can redefine what the Large Missile is supposed to do. Low EHP tanks will be insta-gibbed, as it should be. But, against high -EHP tanks, the new Missiles will become the perfect ambush weapon. Get behind your opponent, take out a huge chunk of their HP before they can activate mods, reload very quickly, and then you begin the fight as normal with a good advantage over your opponent. Thus, we move away from the "kill in one mag or be killed" mentality and give MIssiles a real role.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Talos Vagheitan
Ancient Exiles.
1080
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Posted - 2015.03.13 06:05:00 -
[2] - Quote
What if...
Instead of firing in a straight line, missiles 'homed in' very slightly towards enemy vehicles.
If your cross hair is on an enemy vehicle and red, then you will have what I call a "soft lock". A missile would turn slightly towards the vehicle (only slightly, no more than a 15 degree turn I would say). This would make them easier to aim, and also increase effective range.
Who cares what some sniper has to say.
**--CCP, let's push for the license of Dust/Legion on both current Gen consoles-
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MRBH1997
Knights Of Ender RISE of LEGION
186
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Posted - 2015.03.13 07:22:00 -
[3] - Quote
DarthJT5 wrote:Large Missiles are horribad. The worst they ever have been in the history of Dust, and completely out classed by rails, so something needs to be done. I consider myself an expert on them as I have used them for over 2 years. That being said, here are my ideas on how to balance them (with inspiration from Pokey Dravon).
Currently, Missiles have several problems.
1. They have the same ammo capacity as the Rail, which is dumb, considering the rail does 3x the damage of a missile. Missiles should have at least double, at most triple the total ammo of rails to be fair.
2. They don't have enough damage in a magazine to justify having the longest reload time of all the turrets.
3. They no longer shoot fast enough to actually do any decent damage before hardeners or other mods are activated.
4. They're not even good at killing armor tanks of the same tier anymore.
5. They cost more CPU AND PG. They should only cost more CPU. But cost the least PG of the turrets.
So here are my proposed changes.
Change RoF from 200 to 400 again. Surprisingly, I'm pretty sure pre Echo missiles would be just fine in this climate we have now, with armor being very good and shield also being as impervious as ever to explosive damage.
Change the PG cost to be lower than the rail by a good amount
Change total ammo capacity from 108 to around 250-300 so they can stay on the field as long as a rail.
Change magazine size from 12 to 10. This change might suprise you, but now we get t the good part.
Change reload time to start at 2 seconds instead of 6, and then make a total reload take around 6 seconds before skills.
With these changes, we can redefine what the Large Missile is supposed to do. Low EHP tanks will be insta-gibbed, as it should be. But, against high -EHP tanks, the new Missiles will become the perfect ambush weapon. Get behind your opponent, take out a huge chunk of their HP before they can activate mods, reload very quickly, and then you begin the fight as normal with a good advantage over your opponent. Thus, we move away from the "kill in one mag or be killed" mentality and give MIssiles a real role.
Yes to all! I can't even beat a blaster Madrugar up close with a damage modded missile. A advanced tank with double rep, plating and hardener will live and I'll die before I can reload again. Missiles are just broken right now, they were meant for alpha damage and now they just have practically no damage.
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
KOE Agents now doing community events!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5385
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Posted - 2015.03.13 07:51:00 -
[4] - Quote
Fine fine I'll get working on the numbers....
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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VALCORE72
Dead Man's Game RUST415
237
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Posted - 2015.03.13 08:12:00 -
[5] - Quote
would love to see thses turn in to artillery . tag system . scout tech. he runs in by tags a area for it artty lets um fly |
Godin Thekiller
Negative-Feedback. Negative-Feedback
2969
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Posted - 2015.03.13 08:58:00 -
[6] - Quote
**** no, that thing would **** damage faster than old Rockets. Nerf the damage, otherwise, just no.
click me
Blup Blub Bloop. Translation: Die -_-
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