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Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.20 21:22:00 -
[1] - Quote
Railguns are good for AV-focused tanks. But if you load up on them, you'll need infantry support to handle good AV infantry. Railguns on anything except a tank are a bad idea, though, because it gets INSANELY hard to aim them. If you're parking up to fire, they're decent AP weapons as well, but not particularly reliable against GOOD infantry, who will keep moving erratically.
Blasters are good for AP, and GREAT for area denial. Rapid-fire turret weapons aren't hugely powerful, so they suffer a bit in AV combat, but they can still hurt. The fact that they don't have the massive one-shot damage of other turrets makes them SLIGHTLY less viable than missiles when you're specifically after kills, but if the target isn't running from you and hiding, they die, which means you can CONTROL ENEMY MOVEMENT with them. They're great for defending a capture point after hacking, because they prevent the enemy from approaching, giving the hack time to complete even if you don't get any kills while holding the enemy off.
Missiles are good all-round, but particularly for AP with the high splash radius and decent damage. The big advantage with missiles is that they're REALLY EASY TO USE. They're better AV than Blasters, but not as dangerous as Railguns. If you notice that you're getting shot with Railguns, it's probably time to start the repper or run away.
I've been riding in quite a few tanks lately, and I'm getting a feel for the differences between the weapons. I'm not great with aim, and tend to rely on my ability to not die more than my ability to make the other guy dead, so Missiles are a distinct preference for me most of the time. I'm not bad at AV Railgun use though - I've succeeded more than I've failed while running in Railgun tanks. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.21 03:18:00 -
[2] - Quote
Iron Wolf Saber wrote:Blasters are not currently anti-infantry, they dont do enough damage let alone hit ever. They also overheat way to much to do the proper adjustments. Also swing speed of turret blasters is way to fast for any attempts to accurately nail infantry.
If anything they're anti aircraft. Blasters in eve takes a hybrid charge and predetonates them in a magnetic bubble before slaging it down range where its more of a shotgun pattern It may be wouldnt so bad if a blaster acted like a giant shotgun with some reach. Infantry would get hurt but have a chance to run off but over open field with no cover no chance, and those in partial cover would then not get damaged as much allowing them to take it out or take a peek.
Railguns works backwards from blasters in which they send the same bullets blasters use down range without predetonating it, They let the shell impact with the object do this as well as the magnetic bottle dumping into the target as well. They should be used for bombardment and anti-vehicle.
Missile Launchers need a slight nerf maybe not sure, would rather have the other two guns usefulness brought to its level instead. Problem with blasters not doing their job is at least partly based on hit detection, but I agree they tend to be good anti-air weapons. But if you're good with a Railgun, you can quite often hit harder than with Blasters against flying targets as well.
I like the shotgun suggestion though - maybe if they make the projectiles fragment at a certain range so they travel as a single blast for a short distance then turn into a lower-damage shotgun-like spread? It sounds like it would fit the lore about how they work, AND give players something a little less ordinary to play with. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 04:23:00 -
[3] - Quote
Septem Mortuus wrote:They need to fix the issues with firing while moving, especially in dropships. No, I don't mean I need to get better at hitting things, I mean when the ship is in flight, you line up and fire and the darn thing shoots off at a 45 degree angle to where you're aiming, usually outside the line of flight also. It's not momentum, which I could live with, but like it's fired from the wrong position somehow. Basically makes using anything but missiles for ground-work untenable. Even with missiles you have to hover to allow your gunners to get off accurate shots. Although I have found blasters very decent for dog-fighting against other Dropships. If you're a gunner on the HAV, this happens in very specific situations. When the tank body is turning, the front-mounted gun has REALLY screwy firing directions, and when the main turret is turning, the secondary gun on top fires on the wrong angle. It always throws your shots further in the direction of the turn, but it makes no sense to do so.
Dropship shots are a little less predictable/consistent, but are also HEAVILY affected by movement, If you're hovering, there's little to no problem with aiming, and if you're moving fast, there's almost always something going wrong. Don't even think about trying to hit something on purpose while turning. |
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