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Juno Tristan
Obscure Reference
682
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Posted - 2015.06.19 05:07:00 -
[31] - Quote
Quote:I don't know if both are mandatory. The Damage mod perhaps but not heat.
Have you played since they hot fixed the blaster? Tank v Tank it's needed
ADS Ramming Revenge!
Plasma Cannon Rampage
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.06.19 05:44:00 -
[32] - Quote
Harpyja wrote:You didn't even read the thread, did you? Yes, I did. I just think you are completely off base.
There is no possibility of having the blaster turret be either AI or AV. It has to cover both battle situations. Where is the magic in game button that limits my opponents to infantry? Or to tanks? We have to fight both. It takes a long time to call in another tank. You roll the dice when you drop the tank. Look at the opposing players and you might get a clue as to what will work on the map you got randomly placed in.
I read your QQ-ing as 'Blasters are OP as they stand! Change them!'. I reread it again and it seems like the same thing. You want them limited to either AI or AV. Which means they will absolutely get torn to shreds by the wrong mix of opponents. So, QQ -> Blasters r OP -> Your Change -> Shredded Tanks. Seems like the wrong way to go for me cause I am a tanker.
The only way your blaster tanks will work is by forcing them to run in squads. As in always carry gunners and/or run with two other tanks, which will need to be a missile tank paired with a rail gun tank. We voted with our feet on massive tank changes once before. In fact a great many have never returned since the Great Tank Gank of Sept last year.
What you aren't taking into consideration is CCP. They don't appear to like balanced game play. As far as I can tell, CCP never has. How else can you explain cheap space ships jumping in to blow up expensive capital ships? Lulz was the only one I found.
For clues on the obvious tendency toward inbalence in Dust514 look at Officer weapons. Regardless of whether a particular class has balanced gear those that can run Officer gear win. Why? Because CCP. I might be wrong, but nothing stated by CCP thus far has given any indication that dust should be different. Add in PRO gear with Warbarge +5% damage, stacked damage modules and level 5 everything in the weapon's skill tree and you have the essence of over powered with no intention of balance. Officer weapons are just PRO gear with a specific advantage over them.
Balance isn't the name of this game. It is Dust514 and we play in New Eden. Where balance has never been the defining attribute of anything.
My favorite tank is a Lightning. Just sayin.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
559
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Posted - 2015.06.19 06:30:00 -
[33] - Quote
people forget that as FAR AS VEHICLES go.
blasters are short range turrets: effective range of 100m and less. lower than 80m is its max damage output. preferably engage's targets at 50m. higher than 100m it has signifigant damage loss. gains damage bonus of +10% vs shields and -10% vs armour (hence why it mauls shield tanks) heavy damageing shots. overheats quickly if not managed. short range.
missiles are the inbetween turret operates well within the medium range for vehicles 100m to 275m. can work at ranges less than 100m but is mauled by the blaster due to its slower turn rate and the inverted V firing arc it has (the missiles launch from left and right sides of the turret and hit at a zero point this is around 150m to 200m for the zero point.) losses -15% damage vs shields and +15% vs armour. Was capable of hard countering the maddy but has lost that ability and now requires more buffing/tuning to make it more competitive. emptys clip of 12 quickly. VERY LONG re-load time. (fix with shorter reload delay time. slighty increase rate of fire)
Railguns are the long range turret. operates well from 200m to 300m where it can track targets with it's slow turn rate and heavy damage. losses 10% damage vs shields (this really dosnt matter due to its high damage anyway.) gains +10% damage vs armour. allows it to hit extremely hard vs armour. has spool up and long re-load times and fire rate (hionetsly they don't need changing these things cant hit for 2k rounds.........double complex rail amp ftw).
the issue is not the blaster it's self but how people fit their vehicles. some fits being weak and others being incredibly powerful......looking at you double hardener and repping fits.
now I wont say increase fitting costs.......my favourite maddy fitting has fillied its cpu/pwr gird.....(don't judge me its a fair madrugar fiting that dosnt use any bullshit ways to stay alive.)
honestly running one hardner is fine...the issue is when you start stacking 2 or 3 of them. 40% for one. yeah fair enough....put on two..... you get around 75% damage reduction (including stacking penalty here). the best way around it would be to INCREASE the stacking penalty so that if you run 2 hardners you get say 65% or 60% damage reduction. or reduce the base ARMOUR HARDNER damage reduction down to 30% or 35%. armour resistence shouldn't be as strong as shields. balanced out by armour's higher hp ceiling.
another issue is how armour reps and shield boosters work.
Armour Reps should be returned to an active module like they were in chromosome and pre-chromosome. Shield boosters...........honestly have been ****** since chromosome. and seem to work on a on-off basis and are effected by shield threshold and other....annoying shield mechanics. as a buff to shield boosters. THEY SHOULD WORK REGARDLESS of incomeing damage given that the incomeing damage DOES NOT reduce shields to 0 or below. once a gunnlogi/python/Myron losses its shields its ******. they need a GURRENTED way to keep their shields up for a bit longer. this also allows shield vehicles to pull off hit-run better. arrives at the combat zone. delivers devastating firepower. takes damage. boost's shields/ activate harnders. begins toi withdraw while re-loading and begins module cooldown.
anyway....probably went off topic there. but its all good to rant for a shield buff right??
Elite Gallenten Soldier
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Baltazar Pontain
Blauhelme E.B.O.L.A.
165
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Posted - 2015.06.20 05:16:00 -
[34] - Quote
I think the large blaster is okay at the moment. With its high generation of heat you have to shoot carefully. And its range is limited, rails and rockets have a much longer distance.
I see the problem more in rails. If you want to shoot infantry that run you have a hard time because you have to consider: * warm up time before shoot goes off * Traversal time of projectile
So a direct hit is almost impossible (or luck) and the lack of splash damage frustrates even more.
If the large blaster will be changed to be only effective against infantry I have the feeling that it will be not used anymore. Because no one want to fit a weapon that gives you no chance against one type of enemy. That is the reason why I do not fit small blasters in my HAV. With small rails or rocket launchers the gunners can support me killing a tank.
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.06.20 23:48:00 -
[35] - Quote
Racro 01 Arifistan wrote:people forget that as FAR AS VEHICLES go. -- snip --
Well said.
Besides, we can always use a rant about shield vehicles being glass cannons. And we can agree that the idea is horribly wrong.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.06.20 23:59:00 -
[36] - Quote
Baltazar Pontain wrote:I think the large blaster is okay at the moment. With its high generation of heat you have to shoot carefully. And its range is limited, rails and rockets have a much longer distance.
I see the problem more in rails. If you want to shoot infantry that run you have a hard time because you have to consider: * warm up time before shoot goes off * Traversal time of projectile
So a direct hit is almost impossible (or luck) and the lack of splash damage frustrates even more.
If the large blaster will be changed to be only effective against infantry I have the feeling that it will be not used anymore. Because no one want to fit a weapon that gives you no chance against one type of enemy. That is the reason why I do not fit small blasters in my HAV. With small rails or rocket launchers the gunners can support me killing a tank.
IOC fires 25 rounds. 26th will overheat. Grrr. Which isn't enough to take out any healthy tank. Three semi-long bursts of 25 rounds then. The heat sink will allow two bursts for the 75 round clip. Small blasters are junk, pure and simple.
Large rails work best if the Red Belles are running to or from you, in a straight line. Or you have to practice - a lot. Or pick targets that aren't moving. Which leads to, shooting snipers with railgun turrets! OMG, such fun. The ones that get all scope obsessed are the best (listening to rock music?). Even better in the old days because of headshot bonuses. Back then the headshot went to 195% effective and that clone was vaporized, sweet stuff. Now they just fly all over the place with a good hit. It's still good, not vaporized though.
So, it is good to remember the basic tank ganking here: CCP doesn't want tanks to be anti-infantry. Because they used to be, very much so. Now they are meant to be tank versus vehicles. While dodging AV infantry using officer/prototype gear.
Less fun. Just sayin.
My favorite tank is a Lightning. Just sayin.
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