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Imperious91
Ahrendee Inc. Negative-Feedback
193
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Posted - 2015.03.13 10:09:00 -
[1] - Quote
Well it was fun while it lasted but now you're nerfed. Time to hang up my hat and put my tank away because if I cant have my missiles then I refuse to tank. o7
TANKER
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Imperious91
Ahrendee Inc. Negative-Feedback
194
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Posted - 2015.03.13 11:19:00 -
[2] - Quote
John Psi wrote:Yes, solo Missile Tank now impossible. Try to equip it with small railgun turrets.
However, because of the monstrous jumps AV infantry chooses unpredictable position, it kills all the gameplay.
The large missile turret was something that in my opinion took a lot of time and effort to make good. Hell just for it to stand toe to toe with most tanks you had to have it maxed out(Reload speed, rotation speed) with of course your cooldowns and actives. Even then it took a lot of effort from the tanker to come out on top in a tank battle, but damn was it fun. Now look at them, you took the one turret that actually took effort to use and wrecked it and than have the nerve to call it balanced.
So now what do we have? A MISSILE TURRET that had its ROF nerfed(SMART) and a longer reload time which by the way was already horrible if you didn't have it maxed, but we all know that it still wasn't much. But anyway I'll stop my QQing I just thought if your going to kill my missiles I'd at least say goodbye.
TANKER
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Imperious91
Ahrendee Inc. Negative-Feedback
194
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Posted - 2015.03.13 11:36:00 -
[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. A good place to start.
TANKER
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Imperious91
Ahrendee Inc. Negative-Feedback
196
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Posted - 2015.03.13 19:05:00 -
[4] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Missiles were by far a instagank turret anyway , able to take out a maddy in one and a half clips , hell most of the tank would be devastated in one clip even with hardeners .
Most people that tanked knew this and I'm glad they changed it and you could fire mid reload , I just can't understand why people keep complaining about the reload time if you didn't have to sit threw the whole time and could fire half way threw the reload and with it maxed , it wasn't that bad .
People need their crutches .
Now to fix this I don't know what should be done , maybe do what Everything says but I know for a fact that they don't need to go back when you have large rails heating at the third shot and the blasters firing slowly like the compression blasters of ole .
That would be an even greater advantage as before when you could take out a HAV in one clip .
The Maddy did need the buff it received, because yes missiles would lolz on them. Now I've been rocking missiles for a long time and when this buff came I expecd a challenge, but what we received instead was the CCP LOLZ. The Maddy is now stronger and faster and now the issue we have is ROF can't keep up with the Maddys reps and speed if it's fuel injecting. Top that off with the longer reload time and bomb you're looking at a tank you're no longer effective against and I thought missile were suppose to hurt armor.
Now with those issues alone factor in hardeners and you'll think to yourself whats the point. So did missiles need a nerf no and did the Maddy need a buff yes. You can't buff one and nerf the other than expect it to be balanced, but hey that ain't none of my business though
TANKER
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