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Godin Thekiller
Negative-Feedback. Negative-Feedback
2998
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Posted - 2015.03.25 19:48:00 -
[1] - Quote
The top speed doesn't need reducing, the speeds are fine for them. It's the acceleration that needs nerfing. It should take around 5-10 seconds to get to max speed, not 1, and slightly lower (3-5 seconds) for nitro.
Regardless, there would need to be a slight HP buff to compensate.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2999
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Posted - 2015.03.25 20:37:00 -
[2] - Quote
Derpty Derp wrote:Alena Ventrallis wrote:I actually meant to buff the turn speed. Editing OP now. Turn speed + turret turn speed = boring tank fights where everyone can shoot anything no matter how fast it turns... If anything the Gunni's turn speed should be nerfed to that of the Maddi... So that positioning actually counts for something in close combat, rather than "my turret hits more than yours and is always pointing at you, no matter how fast you go around me." Could just drop the turn speed of large turrets, then tracking infantry would be hell with it, making it less easy. Make a tanky tank that can turn fast, but not run away fast, you will just end up with it soaking up damage while it blaps everything around it that isn't permanently in cover.
Positioning falls apart when both units are moving to dodge each other.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3001
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Posted - 2015.03.25 21:32:00 -
[3] - Quote
Takahiro Kashuken wrote:If you expect me to be slow then i expect 180plates back, buff to extenders and plates, buff to small turrets to they can actually kill, buff to base HP, working boosters and active armor reps etc.
So 3 Lai dai can deal 5.5k in less than 3seconds, swarms can easily deal 5k damage per clip if not more, AFG a good 4k in a clip, PLC slower but 1500 i think? RE being 3k from a scout or easily 10k+ from a JLAV
So in a worst case scenario my HAV needs to have about 25k EHP at least when warmed up and really needs 15k when cold at a base minmium.
Ye i can't see AV liking that.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
lol
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3005
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Posted - 2015.03.25 22:43:00 -
[4] - Quote
Derpty Derp wrote:Godin Thekiller wrote:Derpty Derp wrote:Alena Ventrallis wrote:I actually meant to buff the turn speed. Editing OP now. Turn speed + turret turn speed = boring tank fights where everyone can shoot anything no matter how fast it turns... If anything the Gunni's turn speed should be nerfed to that of the Maddi... So that positioning actually counts for something in close combat, rather than "my turret hits more than yours and is always pointing at you, no matter how fast you go around me." Could just drop the turn speed of large turrets, then tracking infantry would be hell with it, making it less easy. Make a tanky tank that can turn fast, but not run away fast, you will just end up with it soaking up damage while it blaps everything around it that isn't permanently in cover. Positioning falls apart when both units are moving to dodge each other. Having HAV's that can weave around very well allows for turrets with range profiles to make much more sense within their profiles tbh. A rail at range works much better at range because it can still easily track the HAV at range, but up close the rail won't do so well, because it can't track it. If your issue is that you can't track something up close with a rail, but the blaster can track you, well, why in the **** are you using a rail up close? Quite the opposite, a rail Gunnlogi can easily pirouette to keep someone in their sights, making movement pointless. Better just to have both tanks sit still and see who has the better build.
A Madrugar can easily outspeed the turnrate of the Gunnlogi, and if Madrugars could turn better, it would do it even easier.
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