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Thread Statistics | Show CCP posts - 1 post(s) |
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CCP Frame
C C P C C P Alliance
6094
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Posted - 2015.04.02 01:45:00 -
[91] - Quote
Guys please stay on topic and try not to derail conversation. Also, stay constructive with your posts.
CCP Frame, CCP Community Team
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DarthJT5
Random Gunz Rise Of Legion.
381
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Posted - 2015.04.02 02:10:00 -
[92] - Quote
CCP Frame wrote:Guys please stay on topic and try not to derail conversation. Also, stay constructive with your posts. Well, we're kinda just waiting for Dev feedback at this point. We have multiple sets of numbers and some spreadsheets, now we just need to see which direction you guys want to take with our data and opinions.
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.
382
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Posted - 2015.04.02 17:58:00 -
[93] - Quote
Bump for visibility
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Thaddeus Reynolds
Facepunch Security
258
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Posted - 2015.04.04 16:33:00 -
[94] - Quote
Another Bump for visibility...Breakin Stuff...you've crunched some numbers on what's minimally necessary to make damage stick to an HAV, what do you think?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
471
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Posted - 2015.04.04 16:59:00 -
[95] - Quote
Why not make them more like a shotgun not enough damage to insta gank same awesome ROF from before ..but you can fire at any point in the reload
mortedeamor ....i'm her slave because Amarrians are the best in the sheets #stamina
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5674
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Posted - 2015.04.04 17:03:00 -
[96] - Quote
Maiden selena MORTIMOR wrote:Why not make them more like a shotgun not enough damage to insta gank same awesome ROF from before ..but you can fire at any point in the reload
Well you pretty much can, unless you're asking for the removal of the minimum reload time before the missiles are loaded one by one.
I'm not sure if that would really make the gun all that much better against vehicles, maybe a marginal increase to anti-infantry which wouldn't be a bad thing if done responsibly...but at the same time I wonder if it would better to pursue other means to improve AI in a responsible manner instead of just removing the base reload delay.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DarthJT5
Random Gunz Rise Of Legion.
383
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Posted - 2015.04.08 02:33:00 -
[97] - Quote
Mandatory bump
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3117
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Posted - 2015.04.21 00:30:00 -
[98] - Quote
I'll say what I've been saying for quite a while now:
Missiles are not really missiles, they are Rocket/Assault Missiles. They aren't built for low ROF, high alpha, long range that Missiles are built for, but they are built for high ROF, low damage, low range that Rocket/Assault Missiles are built for.Therefore, they should be designed like this:
Low reload time
Low Damage (both direct and splash)
High splash radius
So what I would do is reduce the damage some more, cut the reload in half (maybe more), bump that ammo up a lot, and buff the splash on that thing, so it can rain **** at people until they die. Reload and damage mods, and/or speed fit would make this thing work well, so not really a Squid turret perse, but definitely a Winmatar one
As for making actual Missiles, they need to be good at long range, and higher alpha, so in a sense become a rail but with missiles. projectiles has trouble being good at long range due to travel time usually. Lockons helps that, but it's been expressed and imo for good reason that a large turret being basically a swarm launcher is most likly a bad idea. Which is why I say, what if it was passive tracking? like, for example, you shoot it, and when it gets X distance form the target, it'll have a slight guidance to it (so not swarm launcher silly where it just turns on a dime, more like a actual missile turning), so it won't be a perfect shot, more of a helper.
click me
Blup Blub Bloop. Translation: Die -_-
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MINA Longstrike
Kirjuun Heiian
2674
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Posted - 2015.04.21 01:06:00 -
[99] - Quote
Was mucking about with a missile tank earlier. Unless I can engage on a tank that doesn't move or is stuck on something, Missiles fire slowly enough that they're able to be completely juked out by moving back & forth (especially with a speed mod and god I hate this 'strategy'). I need to land ~90% of my missiles in a full burst with 2 damage mods to kill another armor tank... and finally due to missiles alternating sides when firing if another vehicle is driving in a straight line or curving around the missile tank shooting at them ~ half the missiles will miss outright.
I am not pleased, they are still the derpy all or nothing 'shotgun' fits of tanks.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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DiablosMajora
111
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Posted - 2015.04.21 01:08:00 -
[100] - Quote
Make them akin to swarms, with a lock on? That, or laser guided: the longer you keep yourself trained on a target, the more accurate they become.
Prepare your angus
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MINA Longstrike
Kirjuun Heiian
2675
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Posted - 2015.04.21 01:10:00 -
[101] - Quote
DiablosMajora wrote:Make them akin to swarms, with a lock on? That, or laser guided: the longer you keep yourself trained on a target, the more accurate they become.
Lock-on weapons are not good things, they largely remove player skill from equations, which is bad.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3117
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Posted - 2015.04.21 01:22:00 -
[102] - Quote
DiablosMajora wrote:Make them akin to swarms, with a lock on? That, or laser guided: the longer you keep yourself trained on a target, the more accurate they become.
That laser guided function would be terrible at long range, where missiles should be decent at.
and lcokons are just a **** no.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3117
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Posted - 2015.04.21 01:23:00 -
[103] - Quote
MINA Longstrike wrote:Was mucking about with a missile tank earlier. Unless I can engage on a tank that doesn't move or is stuck on something, Missiles fire slowly enough that they're able to be completely juked out by moving back & forth (especially with a speed mod and god I hate this 'strategy'). I need to land ~90% of my missiles in a full burst with 2 damage mods to kill another armor tank... and finally due to missiles alternating sides when firing if another vehicle is driving in a straight line or curving around the missile tank shooting at them ~ half the missiles will miss outright.
I am not pleased, they are still the derpy all or nothing 'shotgun' fits of tanks.
That's the blaster's job doe
Again, I will point at my point. They are currently trying to be the best of both Missiels and Rockets/AM's, which is what is making them broke as hell like this.
click me
Blup Blub Bloop. Translation: Die -_-
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