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Logi Bro
ZionTCD Legacy Rising
836
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Posted - 2012.10.20 17:14:00 -
[1] - Quote
Or just the turrets that are mounted on them? Played a game where I was getting one-shotted by splash damage from a missile launcher on a Myron. I know for a fact it was splash damage, and not a direct hit. Nerf Hammer? |
Governor Odius
Doomheim
177
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Posted - 2012.10.20 17:16:00 -
[2] - Quote
I finally got to play this weekend for the first time in about a week and a half. Broke out my dropship, excited after hearing on the forums about how OP they apparently are. I've yet to go three consecutive games without running into a forge gun that takes me down nearly instantly, and the POS blue dots I'm forced to use as gunners never pull in **** for kills. I'm not feeling very OP. |
Moochie Cricket
SyNergy Gaming
143
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Posted - 2012.10.20 17:39:00 -
[3] - Quote
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 |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
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Posted - 2012.10.20 17:43:00 -
[4] - Quote
I hardly see dropships even this late in the CODEX build's beta stage. Also, they are still relatively slow enough to be shot down by a good swarm launcher or forge gunner. |
Zekain Kade
BetaMax.
931
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Posted - 2012.10.20 17:44:00 -
[5] - Quote
swarms are useless against drop ships because they're too slow. You have to use forge guns, or rail guns to kill them now. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
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Posted - 2012.10.20 18:00:00 -
[6] - Quote
Zekain Kade wrote:swarms are useless against drop ships because they're too slow. You have to use forge guns, or rail guns to kill them now.
It's not that they are too slow. From what I see, they appear to trail the dropships in the exact path the ships themselves take. It's like the swarms are playing 'follow the leader' even though you fired the swarm launcher fro directly ahead of them. |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 18:43:00 -
[7] - 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. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.10.20 18:45:00 -
[8] - Quote
My forge gun skills is not fully upgraded unlike the last build. So, I don't think it is yet. |
Nova Knife
Seituoda Taskforce Command Caldari State
785
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Posted - 2012.10.20 18:46:00 -
[9] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 18:49:00 -
[10] - 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? |
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Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.10.20 19:28:00 -
[11] - Quote
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
Gunner manning his gun in a CH - 53 Super Stallion transport - http://t1.gstatic.com/images?q=tbn:ANd9GcT5y2gM9_ouC7vuc5Dko6I75nQBuZoBWhgLsDBLWIRH1zGmNHZ8
Dusts Transport - http://t1.gstatic.com/images?q=tbn:ANd9GcRSsqxkxg0KIVu8823rpRvhuXjwQf0qDlIS0vIbuw2jo1VR8AX2 |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 19:30:00 -
[12] - 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. |
SoTa PoP
Internal Error. Negative-Feedback
1772
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Posted - 2012.10.20 19:35:00 -
[13] - Quote
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 |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 19:41:00 -
[14] - 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. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.10.20 19:48:00 -
[15] - Quote
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 |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 20:11:00 -
[16] - 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. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.10.20 20:14:00 -
[17] - Quote
Scheneighnay McBob wrote: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.
yeh it's spray pattern is all fudged up, when they do hit though, the guy definately feels it. I hope they start to put a little focus on the blasters to make them more useful on the field instead of seeing infinite missile spam all over.. it just doesn't feel right |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.20 20:58:00 -
[18] - Quote
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.
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Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.10.20 21:04:00 -
[19] - 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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.10.20 21:25:00 -
[20] - Quote
The turrets I've seen and used. are not bad.
I like that someone that got up to advanced/proto turrets to do so much damage, makes AV units have to think carefully. |
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.20 21:35:00 -
[21] - Quote
Nothing needs more damage. Thats the whole point. Fragmented ones are easily capable of OHK vs militia heavy. 700+ damage. I've been testing vs a seriously tough Dropship. The whole "teamwork and Forgeguns" argument just isn't an effective counter. It's just the ONLY counter. They'll 2 shot your LAV. 3 if it's really good. CCP have destroyed any hope of infantry being an important part of the game. Except circle holding heros. |
Roy Ventus
Foxhound Corporation
172
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Posted - 2012.10.20 21:58:00 -
[22] - Quote
Tony Calif wrote:Nothing needs more damage. Thats the whole point. Fragmented ones are easily capable of OHK vs militia heavy. 700+ damage. I've been testing vs a seriously tough Dropship. The whole "teamwork and Forgeguns" argument just isn't an effective counter. It's just the ONLY counter. They'll 2 shot your LAV. 3 if it's really good. CCP have destroyed any hope of infantry being an important part of the game. Except circle holding heros.
Yeah su- what?
As an infantryman. I'm the reason why we're winning. Not the tanks. Not the dropships. But us. We march on and continue to fight the good fight even if it seems hopeless. We adapt quickly, support our teammates in the vehicles, and capture and hold areas.
You sir....MAKE NO SENSE. Seriously. Dropships and tanks don't dominate and in fact they make the game more fun when they make us think harder. How do you dodge those rockets? How do you slow that tank down? How can you destroy or make the dropship flee from locked territory? |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.10.20 22:00:00 -
[23] - Quote
Roy Ventus wrote:Tony Calif wrote:Nothing needs more damage. Thats the whole point. Fragmented ones are easily capable of OHK vs militia heavy. 700+ damage. I've been testing vs a seriously tough Dropship. The whole "teamwork and Forgeguns" argument just isn't an effective counter. It's just the ONLY counter. They'll 2 shot your LAV. 3 if it's really good. CCP have destroyed any hope of infantry being an important part of the game. Except circle holding heros. Yeah su- what? As an infantryman. I'm the reason why we're winning. Not the tanks. Not the dropships. But us. We march on and continue to fight the good fight even if it seems hopeless. We adapt quickly, support our teammates in the vehicles, and capture and hold areas. You sir....MAKE NO SENSE. Seriously. Dropships and tanks don't dominate and in fact they make the game more fun when they make us think harder. How do you dodge those rockets? How do you slow that tank down? How can you destroy or make the dropship flee from locked territory?
Guess you havn't seen many 3 point skirmish maps overan by vehicles with your guys spawning in the only spot it will let you to have said tanks raining hell on you as soon as you load? Don't worry it will come |
Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2012.10.20 22:25:00 -
[24] - Quote
As more and more people start running with forge guns this will all equal out, trust me. I jumped in to a match where my team was losing by maybe 35 clones or more and a drop ship was rolling around the map killing everyone, I was watching the kill reports and it the same guy with the turret was getting most of them. I started hitting them with my forge and I knew I'd never be able to take them down but they suddenly had start hiding and healing a whole lot. Yea, I they killed me once but we ended up only losing that match by 7. Even if you can't kill them if they're not on the map getting kills they are irrelevant. I do the same thing when I force a tank to camp behind a hill. It takes them out of the match. Gotta think less about kills and stats and more about victory, cause when the game goes live that's going to be the only thing that matters. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.20 22:52:00 -
[25] - Quote
I assume that's a pug. Clan matches WILL be dominated by flying tanks, Forgeguns. And Forgeguns can't chase down Dropships.
@Roy Like I say, there will always be the circle holding heros. Those brave souls whom I am one of, adapting to use a forgegun when needed, I even got a proper heavy suit. Those of us who somehow manage to do the impossible and cap an objective after fighting through respawning enemies, tanks, snipers and Dropships should be saluted. The sky seems safer once you know what you're doing though. |
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