Harpyja
Nos Nothi
2349
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Posted - 2015.03.22 14:00:00 -
[1] - Quote
So I was finally able to log back in and see the state in which the large missiles were in. To be fair, they are fine for the most part. (I also did used the prototype so the slight issues I found might be even more prominent in the lower tiers).
First thing is the rate of fire. It is slower than a decent finger tapping speed, and I ended up losing DPS. The only reason this is a problem is because the full auto I've noticed to always break after the first clip or two. So until that is fixed, DPS is fine in full auto but it just feels a bit clunky to operate when tapping R1 after the full auto breaks.
The second thing which I noticed is that its reload time is just way too long. Like I mentioned above, the DPS is fine, as I've been able to beat basic tanked Madrugars and a Sica in one clip, though the complex missile damage amp I used against the Sica may have helped (the Sica snuck up behind me with a large blaster and had the shield effects when I was able to get up next to it and launch my volley, unsure if it was a booster or hardener effect). The reason I bring this up is because when I engage equivalently fit prototype Madrugars, I simply cannot win. The reload time is way too long, giving them plenty of time to rep back at least a couple of thousand EHP, kill me, and/or run away from me with a fuel injector. I'd like to see the total reload time reduced to somewhere between 6 and 8 seconds. Also, I want the reload skill to apply to the entire reload, not just the initial delay to keep it in line and fair with the rest of the turrets.
Another thing: max ammo. I find myself visiting the supply depot too frequently now. Before I had about 168 in reserve but now it's only 118. Before I usually had to go to the supply depot once or twice per battle, but now I've had to go to it at least twice per battle. I definitely don't see rail HAVs ever needing the supply depot, so why the inconsistency? I think max ammo should be based on max damage, not on making every turret have the same amount of clips (or if that's the case, adjust clip sizes to be proportionate to one another to have equal damage per clip).
Finally, something that has bothered me for a longer time, the fitting costs. I see no reason why it should cost the most amount of CPU to fit but not the least amount of PG (the railgun has the lowest PG usage). If the large missile turret should keep its CPU cost, it should have the least PG cost, putting it at no more than 700 at proto.
"By His light, and His will"- The Scriptures, 12:32
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