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Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 18:43:00 -
[1] - Quote
Moochie Cricket wrote:I have proto accelerated missile launchers with a 20% damage increase module. My dedicated gunners have their missile operation and proficiency leveled up to give them additional damage. We one-shot most everyone.
Is this OP? Im not sure...
It costs ~300,000isk for the turrets and modules, plus all the sp invested for all three of us.
I dont think it would be considered as op if they brought back precursor flight physics, which made the dropship much harder to hold it steady.
I think we will get a better idea of how dropships fit in as more people skill up forgeguns Once I skill my small missile/small hybrid turret operation up to the point I can use prototype rockets/railguns on my saga, then we'll see. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 18:49:00 -
[2] - Quote
Nova Knife wrote:People who have been avid vehicle drivers have been saying the turrets (ALL of them, but especially missiles) are too strong since the build from december.
Perhaps the only small turret that is too weak, is small blasters. Railguns pack a hell of a punch for those who can aim them (Which is a daunting task in and of itself) but missiles are just plain silly, as the prototype small missiles do more direct damage than a standard small railgun. I'm a cycled missile user myself, and I completely agree with this- why does my (standard) rapid fire missile launcher do almost as much direct damage as my (standard) charge-up railgun? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 19:30:00 -
[3] - Quote
Knightshade Belladonna wrote:I don't think the missiles should even belong on a transport ship. It is something more suited for a jet fighter/gun ship type aircraft. It should have only machine gun type dmg coming off it, like how alot of transport choppers got a guy hanging out by the door with a 50 cal waiting for some guy to make his day The problem is, blaster turrets don't have nearly enough range/accuracy to work.
Once autocannons/laser turrets come out, using them might be more viable. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 19:41:00 -
[4] - Quote
SoTa PoP wrote:I had a random squad mate who had a adv level sniper gun, at first I thought, "Oh, great, another sniper who won't be of any use." Then he sniped the people in the dropship and made my jaw drop. That poor dropship also let people spawn in I believe, because he got a ton of kills off of it lol I've heard that prototype laser rifles with the right skills eat dropship gunners for breakfast. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 20:11:00 -
[5] - Quote
Knightshade Belladonna wrote:Scheneighnay McBob wrote:Knightshade Belladonna wrote:I don't think the missiles should even belong on a transport ship. It is something more suited for a jet fighter/gun ship type aircraft. It should have only machine gun type dmg coming off it, like how alot of transport choppers got a guy hanging out by the door with a 50 cal waiting for some guy to make his day The problem is, blaster turrets don't have nearly enough range/accuracy to work. Once autocannons/laser turrets come out, using them might be more viable. I agree the accuracy needs work on the blasters, but it has to be sporadic in the first place.. it is pumping alot of ammo out, if it was dead on nobody would even use missile launchers for their splash. And missiles take alot of space, and having infinite missiles that would theoretically consume alot of space while still having the space for 8 people on your transport is .. yeh I don't want blasters to be like how ARs are this build, but they're ridiculously inaccurate as they are. I never really noticed until I was driving my LAV, and someone was gunning for me that light blasters have absolutely no consistent fire pattern whatsoever; I was watching the shots make a rough cone around the person they were shooting at- and they were under 10m away. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 21:04:00 -
[6] - Quote
Tony Calif wrote:The sheer damage out of missiles is insane. Skills, modules, and high grade launchers results in the ability to do insane amounts of damage. At an unlimited range. With huge splash damage and radius. They also screw up your aim. CCP have been idiots with the balancing this build. Infantry just don't have a chance. Tanks might one day somehow need the 100% extra damage available to them. I have no idea what for though. My militia armour tank is pretty effective. I have no turret or vehicle skills invested. Not 1 SP. Dropships however shouldn't be having 100% extra damage. Between flattened suit Hp, massively increased vehicle damage output, active hardeners, vehicles are on another level. Ground vehicles don't seem too bad right now because of the AV grenade bug. Which I use prolifically as the best area denial tool against these vehicles. Against Dropships? No. Not a single broken mechanic I can exploit to even the playing field. I just have to play AntiAir forge gunning. And hope they don't one hit kill my heavy.
Perhaps all missiles should be adjusted to be more like fragmented missiles- slightly larger blast radius, but lower damage. Plus, railguns (at least light ones) really need more damage. |
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