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TIGER SHARK1501
Savage Bullet RUST415
489
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Posted - 2015.10.17 04:14:00 -
[61] - Quote
Sir Dukey wrote:You know something is broken when a Prototype XT-201 missile launcher (with dmg mods) and Gunnlogi GV.0 get destroyed by a Madrugar G/1 with basic blaster. (We both engaged each other face to face with hardeners activated and I didn't miss any missiles)
Not only is the Large Missile horrible at killing armor tanks, shield tanks boosters are complete trash that fail you when you need it the most. Also, why the hell do the heavy shield boosters and shield hardeners take sooooo much resources. Gosh, give shield tanks a a buff by buffing or modules.
1.) reduce the cost of CPU n PG of shield hardeners and Shield heavy boosters 2.) Make boosters actually work
3.) Increase RoF of my Missiles plz. Missiles are beast. Did you have much for shield extenders and at least one hardener? Blasters are to shields as missiles and rail turrets mess up armor. There is also consideration that an up close blaster does more damage and less dispersion. |
Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.10.17 05:18:00 -
[62] - Quote
General Mosquito wrote:Also, what is wrong with you that you allowed the fight to happen at point blank range?
You have 6x the effective engagement range, and yet you decided to get in a brawl?
And do even less damage at range if hardeners are up. No reason why missiles shouldn't destroy (like they used to) at point blank if you have hardener up and surviving long enough to unload one volley. That is a releatively slow RoF and along with reload was far from OP.
CCP logic GÇô We fix what doesn't need breaking.
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.10.17 05:21:00 -
[63] - Quote
General Mosquito wrote:Sir Dukey wrote:
So you agree shield tanks are ****? Then why am I not allowed to post on the forums in order to bring them on par?
One, you shiptoasted the title, its misleading. There is nothing wrong with missile turrets that doesn't extend to the rest of the game. They might benefit from a very slight splash buff to move them to a better middle ground between blasters and rails, but that is a very fine line to walk. I don't think they need it. Second, your anecdote has nothing to do with balance problems. You were a muppet and lost a tank. Third, the problem with shield tanks is unlikely to get really fixed, because without a model rework, the gun depression will always be broken. A simple buff isn't the solution, especially until the shield booster actually works. Fix the shield booster, give them a higher absolute speed than maddies, and then see how they sort out. It isn't that you aren't allowed to post, but badposting gets mocked. Badposting about being a scrub in a tank fight needs to be mocked for the good of all.
Lol, no. Shiled missile tanks used to be great. Now they suck. The map designs are crap as well when it comes to allowing fighting at medium range. There is a reason players fight from redline if not able to get right up at CQ.
CCP logic GÇô We fix what doesn't need breaking.
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Vulpes Dolosus
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.10.17 05:43:00 -
[64] - Quote
maybe deadcatz wrote:Vulpes Dolosus wrote:The range of missiles is worthless. With recoil and travel time, you're not going to hit anything at a respectable range, especially if it's moving. Not to mention armor tanks can strafe with ease so most of your missiles will miss even up close.
One idea I had was give missiles about double the clip but make them burst fire again. I beg to differ. I've been shot out of the sky by large missile launchers repeatedly enough and those things can pack a punch long enough to keep my ship from breaking out of the hit. Just get practice in with them. That's a good point. I have been hit by quite a few missiles while flying as well as shot down plenty of ADSs and DSs. It's also true that I need to work on my aim and piloting in tanks.
However, I'd like to draw a picture about the differences between fighting a tank and an ADS with missiles:
When shooting at an ADS, you're usually not actually fighting it, but you're hitting it a far way off as it engages another target. This scenario allows you to stop, zoom in, and fire off a volley in relative safety. Even though ADSs are very agile, it's not terribly difficult to gauge where it's going: if they're fast it's usually a straight line, if they're flipping around they're usually easy to predict based on their drift, but most cases they'd just afterburn up and away. If the ADS is attacking you, you can't pitch high enough to hit it anyway, so you try and sling shot it, during which it will turn and you can broadside it.
Tanks are another matter entirely. Rails can engage at longer ranges with better accuracy and damage and are still just as formidable up close. Blasters can usually shred shield tanks up close. At range you have to stagger shots due to recoil, which gives the enemy time to escape. If you try to chase you must now also consider the bump in the road throwing off your aim and how they affect the enemy's hull. Up close you need to make every shot count due to the low clip and a considerable reload time (side note: seriously, compare the 12 round mag of the rail, sure the blaster got a bit of a nerf but it can still overheat 2x before reloading with a heat sink).
Not to be rude, but I would argue that in most cases it's more difficult to engage tanks with large missiles, which should be their main prey. My ideas, just as suggestions, are aimed to alleviate the main issues I've outlined.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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