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Zekain Kade
BetaMax.
931
|
Posted - 2012.10.28 19:14:00 -
[1] - Quote
Here's why.
A Large blaster turret has short range, is meant to deal with infantry, or light vehicles.
A rail gun is for long range, but it does have it's own range cap. it is meant to take out heavy armor, but can't deal enough damage towards shield tanks to be very effective. it has a low rate of fire, and is very ineffective against infantry.
The large missile turret has infinite range, has a massive splash damage radius. It can deal massive damage to dominate both armor, and shield tanks, it can vaporize infantry, it's rate of fire is stupidly high. It can also act like a massive, long range shot gun from any range. it is also the ideal weapon for AA. Which probably means it'll even be able to out do the auto cannon once it's released.
large missile turrets are supposed to be the type of weapon that can do anything, but cannot excel at any of the specialized jobs the other turrets are built for, yet the large missile turret can do everything, and excel far beyond the jobs of any other turret type.
Why...? why is it like this? it's so stupid. there is no reason to spec into any other turret type.
if this was a game of rock, paper, scissors. The large missile turret would be the laser sword.
Right now the large missile turret is like the replication SL on steroids. |
Xavier Hastings
ZionTCD Legacy Rising
243
|
Posted - 2012.10.28 19:16:00 -
[2] - Quote
Dooooooooooooooooooooooooooooooooooooooooomed
Let's get ready for another thirty page discussion. |
Logi Bro
ZionTCD Legacy Rising
836
|
Posted - 2012.10.28 19:17:00 -
[3] - Quote
I've said the same thing before. Missile launchers need to decide if they are supposed to be anti-infantry or anti-vehicle, if it was meant to be a middle-ground between the both, it needs to do half as much damage to infantry as blasters, and half as much damage to vehicles as railguns, plus needs a smaller blast radius. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.28 19:18:00 -
[4] - Quote
Large missiles 1 shot installations. Small missiles 1 shot heavies. CCP are rubbish at balancing. |
Zekain Kade
BetaMax.
931
|
Posted - 2012.10.28 19:19:00 -
[5] - Quote
Logi Bro wrote:I've said the same thing before. Missile launchers need to decide if they are supposed to be anti-infantry or anti-vehicle, if it was meant to be a middle-ground between the both, it needs to do half as much damage to infantry as blasters, and half as much damage to vehicles as railguns, plus needs a smaller blast radius. And their range needs to be limited. being able to out range a rail gun is stupid. rail guns are supposed to be armor snipers.
|
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.28 19:40:00 -
[6] - Quote
Let me spell this out... Basic Large Missile -(x4) 390 direct damage 120 splash Basic Small missile - 350 direct 200 splash
Turret operations 10% damage Missile turret operations 15% damage Missile proficiency 10% 2*20% damage amplifiers. So that's 75% more damage. Dropships, LAVs and cheap tanks. Oh and if it's hitting armour it gets a 30% bonus.
Then there's the 20% marauder skill.
They made NO change to the basic damage from the last build. They didn't make anything tougher. Codex is a load of ****, and I'm just sick of obviously imbalance things being added. You'll notice no-one runs armour tanks. Because a decent missile shield tank can pop them in 2-3 shots. While they're repping. |
ThreeXB
ZionTCD Legacy Rising
7
|
Posted - 2012.10.28 19:51:00 -
[7] - Quote
Large turret blasters range needs to be increased slightly |
YoUnGcUz
Imperfects Negative-Feedback
67
|
Posted - 2012.10.28 19:51:00 -
[8] - Quote
Do not forget the damage mod with 20% damage for the turrets |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.28 19:56:00 -
[9] - Quote
YoUnGcUz wrote:Do not forget the damage mod with 20% damage for the turrets 2*20%damage amplifiers were included. Because you can fit all this to a Sica. Except the marauder skill.
I cba to post in feedback. They removed the 50% base marauder damage mod for precursor. No-one said my tank doesn't kill enough. CCP don't listen, they don't remember, and they don't care. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.28 21:04:00 -
[10] - Quote
Zekain Kade wrote: large missile turrets are supposed to be the type of weapon that can do anything, but cannot excel at any of the specialized jobs the other turrets are built for, yet the large missile turret can do everything, and excel far beyond the jobs of any other turret type.
Same with small missile turrets. They at least need to drop with range and eventually go into the ground. |
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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.10.28 21:04:00 -
[11] - Quote
Tony Calif wrote:Let me spell this out... Basic Large Missile -(x4) 390 direct damage 120 splash Basic Small missile - 350 direct 200 splash
Turret operations 10% damage Missile turret operations 15% damage Missile proficiency 10% 2*20% damage amplifiers. So that's 75% more damage. Dropships, LAVs and cheap tanks. Oh and if it's hitting armour it gets a 30% bonus.
Then there's the 20% marauder skill.
They made NO change to the basic damage from the last build. They didn't make anything tougher. Codex is a load of ****, and I'm just sick of obviously imbalance things being added. You'll notice no-one runs armour tanks. Because a decent missile shield tank can pop them in 2-3 shots. While they're repping.
:( i run armor tanks been runnin them for 2 builds now...........blaster fit as well....i feel unloved by CCP :(
and yea fully agree with u with missiles its too good at everything atm |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.28 21:07:00 -
[12] - Quote
Zekain Kade wrote:Logi Bro wrote:I've said the same thing before. Missile launchers need to decide if they are supposed to be anti-infantry or anti-vehicle, if it was meant to be a middle-ground between the both, it needs to do half as much damage to infantry as blasters, and half as much damage to vehicles as railguns, plus needs a smaller blast radius. And their range needs to be limited. being able to out range a rail gun is stupid. rail guns are supposed to be armor snipers. Not only do they need less range than railguns, but railguns (at least small ones) need way more range. |
Angrim Khan
Bragian Order Amarr Empire
21
|
Posted - 2012.10.28 21:37:00 -
[13] - Quote
Zekain Kade wrote:Here's why.
A Large blaster turret has short range, is meant to deal with infantry, or light vehicles.
A rail gun is for long range, but it does have it's own range cap. it is meant to take out heavy armor, but can't deal enough damage towards shield tanks to be very effective. it has a low rate of fire, and is very ineffective against infantry.
The large missile turret has infinite range, has a massive splash damage radius. It can deal massive damage to dominate both armor, and shield tanks, it can vaporize infantry, it's rate of fire is stupidly high. It can also act like a massive, long range shot gun from any range. it is also the ideal weapon for AA. Which probably means it'll even be able to out do the auto cannon once it's released.
large missile turrets are supposed to be the type of weapon that can do anything, but cannot excel at any of the specialized jobs the other turrets are built for, yet the large missile turret can do everything, and excel far beyond the jobs of any other turret type.
Why...? why is it like this? it's so stupid. there is no reason to spec into any other turret type.
if this was a game of rock, paper, scissors. The large missile turret would be the laser sword.
Right now the large missile turret is like the replication SL on steroids.
Same problem that CCP have with EVE. They can't help themselves. Shields and Missiles are where its all at for about 60% of applications. No point in using anything else most of the time. |
xeto rak
Epidemic. Space Immigration
23
|
Posted - 2012.10.28 21:38:00 -
[14] - Quote
Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill? |
Sephirian Fair
ZionTCD Legacy Rising
48
|
Posted - 2012.10.28 21:44:00 -
[15] - Quote
Tony Calif wrote:Let me spell this out... Basic Large Missile -(x4) 390 direct damage 120 splash Basic Small missile - 350 direct 200 splash
Turret operations 10% damage Missile turret operations 15% damage Missile proficiency 10% 2*20% damage amplifiers. So that's 75% more damage. Dropships, LAVs and cheap tanks. Oh and if it's hitting armour it gets a 30% bonus.
Then there's the 20% marauder skill.
They made NO change to the basic damage from the last build. They didn't make anything tougher. Codex is a load of ****, and I'm just sick of obviously imbalance things being added. You'll notice no-one runs armour tanks. Because a decent missile shield tank can pop them in 2-3 shots. While they're repping.
Agreed 100%. The problem with Vehicles isn't because they are overpowered or anything, but because the Turrets do too much god damn damage. And Vehicle balancing will remain this flip-flop of OP to useless unless CCP realizes that you cannot have Turrets able to one-shot infantry.
Last build, Tanks weren't OP because they were unkillable, they were OP because they were unkillable and they were able to one-shot everyone. Everyone used Large Railguns and Small Missile Turrets because the splash range and damage was absurd. This build, everyone is hating Dropships and Tanks purely for the fact that a Prototype SMT can one-shot a heavy with a Direct hit. Railguns aren't used because the turn speeds are insanely slow and the splash range was minimized, Blasters are midly used because they were finally fixed, but Missiles are far and away the primary turret used.
Vehicles won't be balanced until CCP makes a decision. Make all vehicles paper thin destroyable ala Battlefield 3 with the ability to instant kill everything, or make Vehicles be incredibly tough to destory similar to previous build, while slashing all Turret damage by over half. My personal hope is for the latter one.
Turrets are the problem. Not the Vehicles. And this QQ and these poor states of balance are going to continue until there are adjustments. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.28 21:50:00 -
[16] - Quote
Xeto rak, you're a ******* ******. |
Debacle Nano
Shadow Company HQ
639
|
Posted - 2012.10.28 21:57:00 -
[17] - Quote
I used to run a blaster Surya in E3 build and precursor. Then switched to shield tanks and missiles because the shields have hardeners, which I have been asking for since E3 build for armor, and because the missiles can smash through just about anything. |
STB Vermaak Doe
558
|
Posted - 2012.10.28 23:10:00 -
[18] - Quote
xeto rak wrote:Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill? We've found either the biggest troll or the person with the worst aim because we all know using missile launchers is beyond easy |
Zekain Kade
BetaMax.
931
|
Posted - 2012.10.29 00:01:00 -
[19] - Quote
xeto rak wrote:Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill? you are all kinds of stupid.
it doesn't take skill to point a large rocket launcher in one general direction, and then just burn it to hell with missiles.
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.29 00:59:00 -
[20] - Quote
xeto rak wrote:Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill? Congratulations: when laser turrets and more aircraft are implemented, (also when we can choose where we go), you're the first person I bothered to put onto my list of idiots to target in my spare time |
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Tien TheSecond
Subdreddit Test Alliance Please Ignore
198
|
Posted - 2012.10.29 02:36:00 -
[21] - Quote
Tony Calif wrote:Let me spell this out... Basic Large Missile -(x4) 390 direct damage 120 splash Basic Small missile - 350 direct 200 splash
Turret operations 10% damage Missile turret operations 15% damage Missile proficiency 10% 2*20% damage amplifiers. So that's 75% more damage. Dropships, LAVs and cheap tanks. Oh and if it's hitting armour it gets a 30% bonus.
Then there's the 20% marauder skill.
They made NO change to the basic damage from the last build. They didn't make anything tougher. Codex is a load of ****, and I'm just sick of obviously imbalance things being added. You'll notice no-one runs armour tanks. Because a decent missile shield tank can pop them in 2-3 shots. While they're repping.
2 20% items does not = 40%, stacking penalties apply. Still, pretty damn high on the damage bonus |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.29 02:40:00 -
[22] - Quote
Zekain Kade wrote:Here's why.
A Large blaster turret has short range, is meant to deal with infantry, or light vehicles.
A rail gun is for long range, but it does have it's own range cap. it is meant to take out heavy armor, but can't deal enough damage towards shield tanks to be very effective. it has a low rate of fire, and is very ineffective against infantry.
The large missile turret has infinite range, has a massive splash damage radius. It can deal massive damage to dominate both armor, and shield tanks, it can vaporize infantry, it's rate of fire is stupidly high. It can also act like a massive, long range shot gun from any range. it is also the ideal weapon for AA. Which probably means it'll even be able to out do the auto cannon once it's released.
large missile turrets are supposed to be the type of weapon that can do anything, but cannot excel at any of the specialized jobs the other turrets are built for, yet the large missile turret can do everything, and excel far beyond the jobs of any other turret type.
Why...? why is it like this? it's so stupid. there is no reason to spec into any other turret type.
if this was a game of rock, paper, scissors. The large missile turret would be the laser sword.
Right now the large missile turret is like the replication SL on steroids. My Madrugar was using a Cycled Blaster with a 10% damage boost and a pair of Cycle Missile turrets with a 20% damage boost, had roughly 6500 ehp with a Heavy IG-L repper, and I took it up against a Gunnlogi with all Accelerated Missile turrets. I died in 3 seconds. I think that's a little imbalanced. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.10.29 02:45:00 -
[23] - Quote
Mobius Wyvern wrote:Zekain Kade wrote:Here's why.
A Large blaster turret has short range, is meant to deal with infantry, or light vehicles.
A rail gun is for long range, but it does have it's own range cap. it is meant to take out heavy armor, but can't deal enough damage towards shield tanks to be very effective. it has a low rate of fire, and is very ineffective against infantry.
The large missile turret has infinite range, has a massive splash damage radius. It can deal massive damage to dominate both armor, and shield tanks, it can vaporize infantry, it's rate of fire is stupidly high. It can also act like a massive, long range shot gun from any range. it is also the ideal weapon for AA. Which probably means it'll even be able to out do the auto cannon once it's released.
large missile turrets are supposed to be the type of weapon that can do anything, but cannot excel at any of the specialized jobs the other turrets are built for, yet the large missile turret can do everything, and excel far beyond the jobs of any other turret type.
Why...? why is it like this? it's so stupid. there is no reason to spec into any other turret type.
if this was a game of rock, paper, scissors. The large missile turret would be the laser sword.
Right now the large missile turret is like the replication SL on steroids. My Madrugar was using a Cycled Blaster with a 10% damage boost and a pair of Cycle Missile turrets with a 20% damage boost, had roughly 6500 ehp with a Heavy IG-L repper, and I took it up against a Gunnlogi with all Accelerated Missile turrets. I died in 3 seconds. I think that's a little imbalanced. 6,500 armor on a armor tank..... Although my tank would have lost too. think about it. 6,500 thts not much at all. mine has 10,000 armor. With 2 small reps. But point being he could have just had a good gunnlogi. They can go up to 6,000 shield plus. Meaning you'd get pwned. Which you did. Lol.
|
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 02:57:00 -
[24] - Quote
You could have 12000 armour and get killed in 3 shots. Just to make a point about the damage (yeah, explosives do 30% more vs armour). That's like 6 seconds or so. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.10.29 03:00:00 -
[25] - Quote
Tony Calif wrote:You could have 12000 armour and get killed in 3 shots. Just to make a point about the damage (yeah, explosives do 30% more vs armour). That's like 6 seconds or so. i know right. armor tanks get no love but they make no good tank weapons for shields. when they do thou. I WILL BE SHIELD TANK HUNTING. |
Tectonious Falcon
The Southern Legion
395
|
Posted - 2012.10.29 04:05:00 -
[26] - Quote
Missile launchers, with the right skills and the right fitting, can do over 4000 direct damage and over 1000 splash damage. Seems a bit to powerful to me :/ |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.29 13:18:00 -
[27] - Quote
TBH railguns that i know of dont have a range limit, when i did use them before i was able to shoot down bolas in 2hits maybe 1 i cant remember and plus they are alot stronger than missiles and are pretty much instant, you dont have to wait or calculate the missile flight time by the time it reaches its target. Its like the forge gun you can snipe with it and remove installations in seconds and all the turret ones in 1/2hits its just crap against MI
Now blasters are defo ther to be up in ya face, they can shread a shield tank to pieces and MI aswell prob is its on a armor tank which is currently 2nd best tank to use even tho you can have more tank on it but MI use SL quite a bit and all shield tanks use missiles
Tony Calif wrote:Let me spell this out... Basic Large Missile -(x4) 390 direct damage 120 splash Basic Small missile - 350 direct 200 splash
Turret operations 10% damage Missile turret operations 15% damage Missile proficiency 10% 2*20% damage amplifiers. So that's 75% more damage. Dropships, LAVs and cheap tanks. Oh and if it's hitting armour it gets a 30% bonus.
Then there's the 20% marauder skill.
They made NO change to the basic damage from the last build. They didn't make anything tougher. Codex is a load of ****, and I'm just sick of obviously imbalance things being added. You'll notice no-one runs armour tanks. Because a decent missile shield tank can pop them in 2-3 shots. While they're repping.
While this maybe true you have totally forgot to mention how many SP it would take to level up all of it, the maurader book alone is 5mil cost and a 12x skill and can only be used on top tanks which require about 1mil in SP, missle prof is a 5x skill and the 20% extra damage mods have stacking penalties so you would prob get 35-37% i think and also they take up low slots but also is the 20% mods both for small or large turrets or one each? because its a mod what will you leave off the tank to fit it because its gank or tank
Also considering the cap and all the support skills you really need to make the tank to be able to withstand all the current AV out ther which can take out a 750k tank with a 20k AV fit you will need a good few weeks to level up to HAV3 and all the turret skills or you can do that 1st and forget all your support skills but dont expect it to last out ther
In the same timeframe you can quickly level up forge guns and get the breach with its 6.5 sec charge up time and 2000DPS and catch a tank cold by hiding behind a small hill where missile splash will not hit you once and snipe it from the other side of the map
Its a 1 sided example tony |
DUST Fiend
Immobile Infantry
1902
|
Posted - 2012.10.29 14:15:00 -
[28] - Quote
It's the exact same way for small turrets too. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.10.29 14:54:00 -
[29] - Quote
EnglishSnake@ I think you overestimating forge gun capabilities. Firstly it's not push-the-trigger hit-the-target weapon. It takes some time to hit something when you firing from distance, and you have to calculate where target will be in a second(~). You must demonstrate precision, using weapon that is imprecise(there is no zoom-in option, and splash dmg does not matter in killing tank). Standars BFG hit for 2100 per charge that takes 6 sec, if you have 2 dmg mode it's 2730 per 6sec, so 455dps minus penalty from second dmg mode(I include 10% from weaponry). 455dps may sounds good but it doesn't mean much when your target is mobile and can simply run away in that 6sec period of time.
And I completely approve OP! |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.10.29 14:55:00 -
[30] - Quote
dont nerf the turrets. Just reduce the bonus from the skills by 50%. Like you get 1.5% damage boost for small missile operation and only 1% for the proficency. Another thing is the damage mods i would say instead of 20% use 15% for the top tiers. So leave the stats of the turrets itself alone. And you forget that just 1 small fragmented XT-1 missile turret costs 80.000 ISK. After all you get something good for alot of ISK. be carefull what you want otherwise we end up again with a breach assault rifle. |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.29 15:02:00 -
[31] - Quote
Sylwester Dziewiecki wrote:EnglishSnake@ I think you overestimating forge gun capabilities. Firstly it's not push-the-trigger hit-the-target weapon. It takes some time to hit something when you firing from distance, and you have to calculate where target will be in a second(~). You must demonstrate precision, using weapon that is imprecise(there is no zoom-in option, and splash dmg does not matter in killing tank). Standars BFG hit for 2100 per charge that takes 6 sec, if you have 2 dmg mode it's 2730 per 6sec, so 455dps minus penalty from second dmg mode(I include 10% from weaponry). 455dps may sounds good but it doesn't mean much when your target is mobile and can simply run away in that 6sec period of time. And I completely approve OP!
I aint overesimating anything
The forge gun hits hard and from the otherside of the map near instantly once its charged and even in 6 secs its nothing really, missiles on the otherhand do have flight time so you can gtfotw if you see it coming, a bit like swarm missiles except they happen to bend around the corner and still hit me
Even in CQC he can hide behind a small hill and not even me or my gunners can hit him with the missiles and he just hides until hes charged up, we have to get out to kill him. Even if we do have infantry the forge gun is just as good as killing infantry aswell as tanks
Its a handheld railgun which takes such a small amount of SP to lvl up but can easily destroy a decent tank or at least put it in its place and hold it ther |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 15:15:00 -
[32] - Quote
It's only 1 sided because of A.) breach forge wil take atleast 3 shots to drop a good tank. That's about 12 seconds with everything maxed. B.) damage amplifiers are low slots. Shield tanks only sacrifice nanofibre/PG/CPU upgrades. It's gank & tank for shield tanks. C.) yeah it's a heck of a lot of SP to get ALL of it. No-one has that much SP yet. But missiles are already dominating everything else. D.) it'll all fit on a Sica. That's a cheap, no SP required chassis. Except the very expensive marauder skill.
I know there are stacking penalties, and I agree it won't be exactly 40%. But it's close enough.
If there is any argument except "I cost lots and need more SP than my counter" I'd like to hear them. Because a Proto heavy drops very easily to a militia/standard sniper. It's the same deal. That's the whole point in a counter.
It's a 1 sided argument because IMHO, there is no counter argument to this insane damage. |
Valmar Shadereaver
Lost-Legion
18
|
Posted - 2012.10.29 15:41:00 -
[33] - Quote
wait for the large laser turret itwl eat shield tank's up probaly will eat anything moving |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.29 15:43:00 -
[34] - Quote
Tony Calif wrote:It's only 1 sided because of A.) breach forge wil take atleast 3 shots to drop a good tank. That's about 12 seconds with everything maxed. B.) damage amplifiers are low slots. Shield tanks only sacrifice nanofibre/PG/CPU upgrades. It's gank & tank for shield tanks. C.) yeah it's a heck of a lot of SP to get ALL of it. No-one has that much SP yet. But missiles are already dominating everything else. D.) it'll all fit on a Sica. That's a cheap, no SP required chassis. Except the very expensive marauder skill.
I know there are stacking penalties, and I agree it won't be exactly 40%. But it's close enough.
If there is any argument except "I cost lots and need more SP than my counter" I'd like to hear them. Because a Proto heavy drops very easily to a militia/standard sniper. It's the same deal. That's the whole point in a counter.
It's a 1 sided argument because IMHO, there is no counter argument to this insane damage.
A sica? gets whacked instantly tbh to a half decent HAV or even basic AV, you just dont do it its not cost effective even with the SP put in
B) gank and tank depends what you fit, 20% for either small or large turret and the 2nd slot gets a boost in PG/CPU maybe shield with the power diagnostic which is always helpful, you could use a BC2 which will increase all turrets by 6% but its a choice
C) Blasters require for you to get up close plus they tend to be on armor if anything which is missing its active harderners and in general everyone carrys AV stuff which hits armor harder, plus its damage mods are low so they have to choose tank or gank also more than the shield tank, armor tanks are not loved atm so shield with its bonus to missiles are the flavour of the month, once armor gets some love we should see a mix but even so i still see armor tanks being used
No counter? just that you have to put in a fair bit of ISK and also for it to work you need a tank driver to put more isk and SP to skilling up the tank so it doesnt get whacked straight away so it has a decent enough tank for you the gunner to be also useful, not too mention if ther is no tank then your turret skills are mainly useless, compared to the basic forge gunner who puts very little in. As for milita sniper>proto heavy is that if a headshot is OHK? i know the suits are all the same except for slots but tbh it will take what maybe 2-3 shots at least on the heavy since the milita does 185 per shot and a heavy has over 500hp?
I will be in a sagaris by prob next week or so, nearly perfect support skills and basic turret skills since i want to be able to get out of the spawn 1st before i can shoot anything, SP wise will put me well over 4mil and overall give me prob maybe a 1000more shield hp so that forge gunner may have to take 4-5 shots at me, tbh i hope a 20k AV fit is not >2mil tank tbh and that it can take some damage and be more useful but we will see and by then i will be working on my turret skills so it will be intresting to see if i can OHK that heavy forge gunner |
Herpn Derpidus
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2012.10.29 17:14:00 -
[35] - Quote
xeto rak wrote:Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill?
actually IRL railguns are way beter than most missiles, and plasma blasters dont exist so your logic is invalid...
why would the technology of now be the best in the future |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.10.29 17:54:00 -
[36] - Quote
The dark cloud wrote:dont nerf the turrets. Just reduce the bonus from the skills by 50%. Like you get 1.5% damage boost for small missile operation and only 1% for the proficency. Another thing is the damage mods i would say instead of 20% use 15% for the top tiers. So leave the stats of the turrets itself alone. And you forget that just 1 small fragmented XT-1 missile turret costs 80.000 ISK. After all you get something good for alot of ISK. be carefull what you want otherwise we end up again with a breach assault rifle.
And up CPU/PG need for prototype turrets...
It's just amazing to be able to fit 2 prototype on a milicia dropship, or on a Sica, with almost the same fit around it. It's so few SP/ISK.
You can fit a Duvoil on a milicia dropsuit, but you have nothing around it. You need a CPU extender (so no armor repairer), not sure that you'll fit a SMG, or grenades, or equipment.... Assault Operation is a x4 (i think ). Well, unbalance.
Ok, it does exist, but it's OP. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 18:20:00 -
[37] - Quote
IMHO reduce the base damage by 25-35%. That way, they don't need to re balance the skills. CCP have decided SP should be the deciding factor in this game. 20% damage mod is fine... IF IT COST PG & CPU. Currently it costs NO power. And only around 30 CPU. An enhanced damage module (5%) for a Dropsuit costs 45 CPU & 5 PG.
I don't understand how CCP could get things so wrong. |
Jipamc Zif'nab
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2012.10.29 18:21:00 -
[38] - Quote
Quote:Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill?
Actually... based on the size of the railguns/missiles in the game, the railgun would be vastly more powerful. It's range would greatly exceed the missles and the sheer amount of kinetic energy released on impact would not only be much more powerful, it would also be much more efficiently directed straight through whatever it struck. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.10.29 18:33:00 -
[39] - Quote
I already use proto forge gun and situation when I meet missile tank doesn't look so bright for me. Even if I find some cover to hide, small hill, cargo box or something, tank gunners always find the way to kill me or disable from battle - be splashing with missile. The more often they do it, the less time I have to hit a tank, because each time they hit me my aim go up.
PS It should be subject of different topick, but I have last thing to say Forge gun is big weapon right, everyone will agree to that. You can even say that the size of it matched to size of missile launcher that gunners use, but when I hit LAV with FG it does not disrupt aim of a gunner that keep shooting at me, so why do I need big, fat and slow dropsuit to get same results as wile using some advance AV grenade with mobility, speed, huge stamina etc. Heavy dropsuit skill or some individual dropsuit's should have bonus to "stability under fire" per level. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.29 19:29:00 -
[40] - Quote
they already took out just about every AOE damage in the game because of complaining.
these missiles on the tanks just roll over everyone, the only reason people pick it up is because the rail gun turret is so pointless. 99% of the time you aren't fighting tanks or buildings so there is no need to take it. or they just pick the blaster turret and suffer the short range.
i'm surprised grenades still exist because of all the AOE bashing. seriously real missiles and explosives do tons of damage to what they hit and everything around it.
where is the line? are people just wanting 1 gun for everyone so that everyone is on the same playing field? are all the touny anti-fun people ruining this game as well? |
|
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.10.29 21:19:00 -
[41] - Quote
Lets be honest here. AV, Vehicles and Turrets are totally out of wack.
For the past two builds there's been ZERO point in using anything but small missiles as viable turrets. The others simply don't cut it at anything and the missiles do a decent job against everything.
Due to the infinite whining about tanks being "OP", we now have the railgun that is totally useless in comparison to the other two large turret types. (Why the hell CCP did this I don't know, it's the closest thing we have to an actual real tank weapon). It's not even a forge gun mounted on a tank, it's a very poor variant.
Without balancing any of the turrets, CCP decided they'd add in skills that boost the turrets in their already broken state. They then throw in damage mods with broken requirements and stats.
Swarm launchers are totally useless at taking down dropships due to their travel speed. Yet against vehicles they can navigate around corners and chase you halfway across the map. They also do insane damage to armour tanks.
Forge guns are the most ridiculously OP thing in game at the minute imo. It can snipe, It can AA, It can AV and It can AI. The user can basically hide better and is more maneuverable than a tank. It's no comparison to the tanks railgun, yet it costs a fraction in terms of both ISK and SP investment. It's a joke.
So now we have paper tanks with stupidly OP turrets on them, invincible dropships with OP turrets and AV totally broken to compound the issue. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 21:46:00 -
[42] - Quote
Quote: So now we have paper tanks with stupidly OP turrets on them, invincible dropships with OP turrets and AV totally broken to compound the issue.
This is a good summary of the whole thread. Only thing I would add is the disparity between shield (paper) and armour (rizla+). They should both be cardboard, super tanks being corrugated card. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.29 21:50:00 -
[43] - Quote
I'm betting that if missile turrets aren't fixed, everyone will be forced to build up shields- then when that happens, laser weapons will go OM NOM NOM on everyone's shields, until they get nerfed for working correctly. |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.10.29 21:57:00 -
[44] - Quote
Tony Calif wrote:Quote: So now we have paper tanks with stupidly OP turrets on them, invincible dropships with OP turrets and AV totally broken to compound the issue.
This is a good summary of the whole thread. Only thing I would add is the disparity between shield (paper) and armour (rizla+). They should both be cardboard, super tanks being corrugated card.
I totally agree.
Although Gallente just isn't me, so shields it is. I just want my railgun back instead of this skill less missile crap. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.10.29 22:12:00 -
[45] - Quote
Ty 'SweetCheeks' Borg wrote:Forge guns are the most ridiculously OP thing in game at the minute imo. It can snipe, It can AA, It can AV and It can AI. The user can basically hide better and is more maneuverable than a tank. It's no comparison to the tanks railgun, yet it costs a fraction in terms of both ISK and SP investment. It's a joke. No, they are not ridiculously OP. Borg, I do not understand how you come to that conclusion. Every single heavy drop after 2 headshots from sniper or 40~bullets from AR... |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 22:33:00 -
[46] - Quote
I don't think they're ridiculously OP. they're working as intended IMHO. However, HAVs could do with about 1000 / 800 more base Armour / Shield. Or 500 / 400 depending on what the most insane resist you can build. I haven't looked into that.
No joke. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.29 23:47:00 -
[47] - Quote
Sylwester Dziewiecki wrote:Ty 'SweetCheeks' Borg wrote:Forge guns are the most ridiculously OP thing in game at the minute imo. It can snipe, It can AA, It can AV and It can AI. The user can basically hide better and is more maneuverable than a tank. It's no comparison to the tanks railgun, yet it costs a fraction in terms of both ISK and SP investment. It's a joke. No, they are not ridiculously OP. Borg, I do not understand how you come to that conclusion. Every single heavy drop after 2 headshots from sniper or 40~bullets from AR... Or, as I've seen a couple times- when a heavy with a forge is owning everything, just send someone in a starter fit to take advantage of the heavy's speed by hugging his forge while it's charging.
Either the heavy blows himself up, or the starter fit guy melees him to death. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 00:09:00 -
[48] - Quote
Any decent forge gunner has an SMG/Pistol. Usually, a high level one. |
Sparten 269
Villore Sec Ops Gallente Federation
89
|
Posted - 2012.10.30 00:11:00 -
[49] - Quote
xeto rak wrote:Yo, in RL missiles are the most powerful weapon: very long rage, massive explosion and blow up everything... I say CCP got it right. It's there,it's up to you to use it instead of complaining. Or.. wait a sec... you don't have the skill?
Huh, forgot this was real life not a video game, silly me. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.30 00:22:00 -
[50] - Quote
Tony Calif wrote:Any decent forge gunner has an SMG/Pistol. Usually, a high level one. key words: while the forge is charging |
|
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:02:00 -
[51] - Quote
you guys are running out of things to nerf on tanks... |
Placid Zan
18
|
Posted - 2012.10.30 01:10:00 -
[52] - Quote
Lurchasaurus wrote:you guys are running out of things to nerf on tanks...
Not yet |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 01:14:00 -
[53] - Quote
I'm actually advocating giving tanks more base HP. And that splash damage from the large railgun is too low (maybe it would be better if people have them skilled up, but that's a lot of SP needed to make them effective vs weak infantry).
Just look at Dropships lurch. They can be forge gunned down pretty fast. 1 shotting installaions is not cool from my perspective. Or what you can do to a 800k pure tank no gank armour tank. What happens when Surya's get 2 shot from Sagaris? That's not balanced IMHO. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:31:00 -
[54] - Quote
couple points...first of all, i think tank HP is in a good spot. if you want to alter it, play around with skills, mods and teammates. a fully manned tank has 3 people, basically a squad rolling around with high grade teamwork. no wonder they work well. i never see squads of av guys actually work together and when they do, tanks get popped, as it should be.
tanks arent some low profile, supportive little taxi ride like in battlefield, they are full on roles that we spec out for like heavy machine guns and sniper rifles. sometimes, there are simply good tank drivers
dont look at a tank's ability to destroy a militia installation and freak out. the tank has to have a special fitting to be able to do that with expensive mods. any forge gunner can also slap on a few mods and chew through installations.
i was asking for the reduction to the splash radius of raolgun shots since E3, and im glad they fixed that, but the splash damage nerf has made railguns obsolete. putting more splash is good, and people will know, if they get shot across the map, tanks arent op, they just got sniped by a good player. snipers can score headshots, but a tank, using a mounted railgun cant hit a body without having every non tank user screaming for the deletion of all things that kills them?
people also need to realize that swarms are the generic AV option. if you are specializing in av, use forges and mines and av nades. those pack punches and with a forge you can put the pilot so off balance that the ship dies upon a crash landing anyway.
i prefer armor tanks but shield tanks have the advantage now. you cannot judge a game as a whole yet until we have most of the pieces yet and there is a lot of stuff still missing for and against tanks. CCP knows this and they are acting accordingly, but everyone and their mother sees it necessary to try and kill tanks on the forums instead of ingame.
one last thing. everyone was so happy to see tanks be so ****** after the patch and there was a lot of gloating on the forums, but once a few of the serious tank drivers learn how to play again, people start whining. not much love for tanks unfortunately. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:35:00 -
[55] - Quote
Tony Calif wrote:I'm actually advocating giving tanks more base HP. And that splash damage from the large railgun is too low (maybe it would be better if people have them skilled up, but that's a lot of SP needed to make them effective vs weak infantry).
Just look at Dropships lurch. They can be forge gunned down pretty fast. 1 shotting installaions is not cool from my perspective. Or what you can do to a 800k pure tank no gank armour tank. What happens when Surya's get 2 shot from Sagaris? That's not balanced IMHO.
i think there should be an anti-dropship variant of swarms with higher missile velocity, but less damage since they would be lighter, faster missiles and not best for tanks. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.30 01:50:00 -
[56] - Quote
Lurchasaurus wrote:couple points...first of all, i think tank HP is in a good spot. if you want to alter it, play around with skills, mods and teammates. a fully manned tank has 3 people, basically a squad rolling around with high grade teamwork. no wonder they work well. i never see squads of av guys actually work together and when they do, tanks get popped, as it should be.
tanks arent some low profile, supportive little taxi ride like in battlefield, they are full on roles that we spec out for like heavy machine guns and sniper rifles. sometimes, there are simply good tank drivers
you (and most other people) seem to be forgetting the point of this thread- missile turrets, which are supposed to be OK (but not great) at everything, are currently the best thing for every situation.
|
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.30 01:52:00 -
[57] - Quote
I think part of the problem is the shear visibility vehicles have. Folks expect to get killed by infantry and ont even take notice of which red dot did them in. It could be the same one over and over, but few would realize it. But vehicles are very noticeable and everyone remembers a death to one, so if a vehicle kills you twice it sticks in your mind as more powerful and more dangerous.
It's human nature. We ignore the greater number of bathtub falls and concentrate on the rare shark attack. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 01:55:00 -
[58] - Quote
ahem...
im not forgetting anything. with the modules that are available right now, it is very easy to fit a tank with respectable shields and resists while leaving the low slots open on a shield tank. that leaves plenty of room for a driver to mod out his large turret. stop it with the tunnel vision here lol. its the most popular build right now with modded launchers, so of course its going to seem powerful. i will say however, each weapon is still good in its typical role and i will use different turrets based on the situation.
if the enemy team is not going to post any opposition however, i wont bother getting away from my missiles in a match. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.10.30 02:20:00 -
[59] - Quote
Lurchasaurus wrote:couple points...first of all, i think tank HP is in a good spot. if you want to alter it, play around with skills, mods and teammates. a fully manned tank has 3 people, basically a squad rolling around with high grade teamwork. no wonder they work well. i never see squads of av guys actually work together and when they do, tanks get popped, as it should be.
tanks arent some low profile, supportive little taxi ride like in battlefield, they are full on roles that we spec out for like heavy machine guns and sniper rifles. sometimes, there are simply good tank drivers
dont look at a tank's ability to destroy a militia installation and freak out. the tank has to have a special fitting to be able to do that with expensive mods. any forge gunner can also slap on a few mods and chew through installations.
i was asking for the reduction to the splash radius of raolgun shots since E3, and im glad they fixed that, but the splash damage nerf has made railguns obsolete. putting more splash is good, and people will know, if they get shot across the map, tanks arent op, they just got sniped by a good player. snipers can score headshots, but a tank, using a mounted railgun cant hit a body without having every non tank user screaming for the deletion of all things that kills them?
people also need to realize that swarms are the generic AV option. if you are specializing in av, use forges and mines and av nades. those pack punches and with a forge you can put the pilot so off balance that the ship dies upon a crash landing anyway.
i prefer armor tanks but shield tanks have the advantage now. you cannot judge a game as a whole yet until we have most of the pieces yet and there is a lot of stuff still missing for and against tanks. CCP knows this and they are acting accordingly, but everyone and their mother sees it necessary to try and kill tanks on the forums instead of ingame.
one last thing. everyone was so happy to see tanks be so ****** after the patch and there was a lot of gloating on the forums, but once a few of the serious tank drivers learn how to play again, people start whining. not much love for tanks unfortunately. Lurch you say armor tanks are weaker but i don't see it that way. You can easily get one to 3,000 - 5,000 shield and have a rep on it. Plus you can have armor plates making it 5,000-6,000 armor. Making one BA tank. Just wait til u see my syrya lurch. :)
|
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.10.30 02:24:00 -
[60] - Quote
we'll see.... |
|
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 02:51:00 -
[61] - Quote
If you say armour tanks aren't terrible this build you don't have a clue on how to fit a shield tank |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.10.30 09:55:00 -
[62] - Quote
Tony Calif wrote:If you say armour tanks aren't terrible this build you don't have a clue on how to fit a shield tank U will see my comrad. :) but for someone who hasn't invested in both wouldn't know the power of an armor tank now would he. Hope to see ur tank on the battle field once i get my 500,000 sp. best of luck :). |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.30 10:33:00 -
[63] - Quote
BobThe843CakeMan wrote:Tony Calif wrote:If you say armour tanks aren't terrible this build you don't have a clue on how to fit a shield tank U will see my comrad. :) but for someone who hasn't invested in both wouldn't know the power of an armor tank now would he. Hope to see ur tank on the battle field once i get my 500,000 sp. best of luck :).
Armour is crap at the moment. It always was a struggle to kill shield tanks now its impossible if its half decently fit. I used to run madruger with launcher, 2 large armour reps and 3 eanp. Could toe to toe with shield tanks but I'd have to try and limit there constant damage by circling and hoping he'd miss a few shots. When they made alterations at the the end of the last patch to shields, it turned into an unlikely contest. I'd die every time, I couldn't tank damage fast enough even with the 2 reps, and the massive buffer tank on the shields would always outlast me.
Now I'm a scout. Gallente always get nerfed, caldari always get buffed, minimatar get nothing, amarr get lasers and to much armour. Welcome to new eden |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 11:20:00 -
[64] - Quote
Armor tanks do suck
10plum or something like that has an armor tank with 10k hp on the armor alone, you know what happened? that got popped stupidly easy because he couldnt move fast enough to escape and my missiles cause damage to armor really well
Missiles are the flavour of the month and why? because of the community complaining about tanks and getting them nerfed
Look what changed - Railgun splash damage reduced so its not anti-infantry anymore but since ppl really dont field tanks as much ther is no need to skill up for em so you have a main turret which is useless, also for large railguns you need to train the small railguns upto lvl4
Turret movement speed - Railgun once again got hit badly with this, its quicker to move the tank than the turret, blaster quickest and missiles in the middle
Really with the railgun you might aswell take that off and put on a heavy with a forge gun since the forge gun can do everything better than the large railgun can do - forge gun can do anti-vehicle anti-infantry anti-dropship anti-sniper even
The resistance and DC getting nerfed, so tanks are more open to getting whacked so missiles again the best option because they have range, they dont have to get close but then again with SL being able to cross the whole map then bend around your cover to hit you thers no point, same with the forge gun which can snipe from across the damn map
Now ppl want the splash damage reduced on missiles, talk about deja vu tbh we had this with the railgun which is now strickly a anti vehicle weapon but missiles have explosive damage which effects an area and its a ******* missile lets not forget i mean would you complain if we had an RPG which had a 5m damage radius, essentially the missiles carry an explosive payload
Just say they do get nerfed, what then for missiles? are we trying to turn this into an infantry only game? are we trying to turn tanks into something useless?
Yall keep going on about missile splash damage but it doesnt always work tbh, ppl can hide behind a small hill and i can hit the front of that hill and the splash doesnt carry over that hill and hit the enemy, hes okay he can crouch behind that and be safe unless i get a direct hit, this is what forge and SL users currently use atm because they know they wont get hit but if you run out into the open or stand next to a wall and i kill you yall cry about splash damage i mean ffs id get the same result if i hit you with an RPG
|
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.10.30 11:56:00 -
[65] - Quote
If you(tank drivers) have a option to replace small turret with module as heavy shield/armor transfer, scaning module, some jamming system, drone control unit or something like that and allow crew members to control it, would you consider to use it?
|
Adeptus Ezekiel
Bragian Order Amarr Empire
30
|
Posted - 2012.10.30 12:02:00 -
[66] - Quote
EnglishSnake wrote:Armor tanks do suck
10plum or something like that has an armor tank with 10k hp on the armor alone, you know what happened? that got popped stupidly easy because he couldnt move fast enough to escape and my missiles cause damage to armor really well
Missiles are the flavour of the month and why? because of the community complaining about tanks and getting them nerfed
Look what changed - Railgun splash damage reduced so its not anti-infantry anymore but since ppl really dont field tanks as much ther is no need to skill up for em so you have a main turret which is useless, also for large railguns you need to train the small railguns upto lvl4
Turret movement speed - Railgun once again got hit badly with this, its quicker to move the tank than the turret, blaster quickest and missiles in the middle
Really with the railgun you might aswell take that off and put on a heavy with a forge gun since the forge gun can do everything better than the large railgun can do - forge gun can do anti-vehicle anti-infantry anti-dropship anti-sniper even
The resistance and DC getting nerfed, so tanks are more open to getting whacked so missiles again the best option because they have range, they dont have to get close but then again with SL being able to cross the whole map then bend around your cover to hit you thers no point, same with the forge gun which can snipe from across the damn map
Now ppl want the splash damage reduced on missiles, talk about deja vu tbh we had this with the railgun which is now strickly a anti vehicle weapon but missiles have explosive damage which effects an area and its a ******* missile lets not forget i mean would you complain if we had an RPG which had a 5m damage radius, essentially the missiles carry an explosive payload
Just say they do get nerfed, what then for missiles? are we trying to turn this into an infantry only game? are we trying to turn tanks into something useless?
Yall keep going on about missile splash damage but it doesnt always work tbh, ppl can hide behind a small hill and i can hit the front of that hill and the splash doesnt carry over that hill and hit the enemy, hes okay he can crouch behind that and be safe unless i get a direct hit, this is what forge and SL users currently use atm because they know they wont get hit but if you run out into the open or stand next to a wall and i kill you yall cry about splash damage i mean ffs id get the same result if i hit you with an RPG
All so true about the differences between Rails and Missiles sadly. Rails have extremely limited application now, and even then its only the largest ones that are any use at all.
As for missiles, you found one example where they aren't 100% effective? Thats pretty much the definition of OP.
Everything doesn't need to be nerfed into oblivion (as rails basically have been), but balance is important.
As for real world examples, modern MBT turrets can fire either sabot discarding shot (lets say rail for the sake of argument) or guided missiles in some cases. Is the speed of turret traverse different? No.
I'm not completely sure what CCP hope to achieve with these somewhat arbitrary rules, but basically they are guiding DUST down the EVE path of missiles & shield > everything else.
Edit: Fixed quantities of weapon ammo at least on MBT's, with the ability to resupply at the appropriate places, might well go a long way to balancing this out. Its hard to imagine an HAV carrying the thousands of rounds that seem to get spammed in most battles. Same for LAVs/Dropships. |
Dark-Cloud666
Reckless Solutions
0
|
Posted - 2012.10.30 12:10:00 -
[67] - Quote
if nobody noticed last build when the tanks have beeing nerfed the base splash damage for large missile turrets has beeing reduced. A single missile does around 120HP splash damage so you need around 2-3 missiles to take out a normal infantry player. The direct impact is still the same. You guys demand to nerf the only effective anti personel weapon for vehicles. Small blasters and railguns are just crap cause they either do no damage or you need to be mega accurate with them. I cant wait for the crybabys when artillery with ~15m splash damage gets introduced. They either are going to be like a much bigger version off the mass driver or mortars with a insane high range and capable to shot from behind cover at any point of the map. i think there are allmost all weapons that have infantry counterparts like this: AR= blasters (because they basically shot the same ammo type and that is hot plasma over range) Swarms= missile launchers (simply because before swarms where nerfed their missiles are dumb fired effective against infantry) sniper rifle= railguns (i picked snipers cause of the same tech thats used for them instead of forgeguns) laser= laser turrets (the turrets are supposed to be a effective counter against any kind of shield vehicles i expect them to have similar behaviour like the infantry laser rifles. mass drivers = artillery (they will create a bloody mess on the whole battlefield and maybe be better compared to missiles) HMG's= autocanons (possible next solution to get rid of infantry and aerial vehicles)
Honestly i think we just need the new turrets for vehicles to make a balance in terms of armor vs shield. Well to get further into this lets see What each weapon is what kind of weapon type.
-Blasters/railguns= hybrid and so they are equally effective against shields and armor so no damage boost on neither off them but also no damage drop. ( i think they belong to gallante)
-missile launchers= explosive weapon and very effective against armor but gets a penalty against shields. (belongs to caldari)
-laser turrets= belong to amarr, why i get this conclusion? Simply of the fine artwork on the laser rifle. And they have a damage advantage against shields and build up more damage the further the weapon heats up
Artillery/Autocanons= They are explosive/ projectile weapons and their counterparts are from minmatar. Projectile weapons are only a little bit less effective against shields then against armor. Though artillery will be explosive and has a advantage against armor vehicles.
Now to look further into this when there are turrets that belong to each race then there will also be tanks from the other races. i honestly think that CCP will balance the current situation simply by adding other weapons to the market for vehicles.
Sorry for bad english/grammar. If you find mistakes you can keep them
(WTF? why are im logged in with my other char? Oh well im The Dark Cloud sorry for confusion) |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.10.30 13:02:00 -
[68] - Quote
So from this thread, can we all agree that both vehicles and their counters are screwed up?.
I know this thread was about the large missile, but there's far more going on here tbh. Every single turret in the game needs rebalancing. If it doesn't happen we're gonna see a million and one of these threads and CCP will just ruin the large missile like they did the rail. Which will leave only the blaster and no doubt someone will start whining about that.
If they keep AV in it's current state tanks are gonna need their resistances back. Armour tanks will at least need a armour hardener to match shields, although the armour repper is still better at it's job than a shield booster imo.
I'd like to see swarms buffed against dropships and not lock on the land vehicles, but then add in a dumbfire variant for vehicles. You know like an actual RPG works. |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2012.10.30 13:05:00 -
[69] - Quote
Sylwester Dziewiecki wrote:If you(tank drivers) have a option to replace small turret with module as heavy shield/armor transfer, scaning module, some jamming system, drone control unit or something like that and allow crew members to control it, would you consider to use it?
no |
Adeptus Ezekiel
Bragian Order Amarr Empire
30
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Posted - 2012.10.30 13:05:00 -
[70] - Quote
Ty 'SweetCheeks' Borg wrote:So from this thread, can we all agree that both vehicles and their counters are screwed up?.
I know this thread was about the large missile, but there's far more going on here tbh. Every single turret in the game needs rebalancing. If it doesn't happen we're gonna see a million and one of these threads and CCP will just ruin the large missile like they did the rail. Which will leave only the blaster and no doubt someone will start whining about that.
If they keep AV in it's current state tanks are gonna need their resistances back. Armour tanks will at least need a armour hardener to match shields, although the armour repper is still better at it's job than a shield booster imo. .
A good summary of the whole problem. Vehicles/AV are totally out of whack in nearly every possible way at present. |
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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.30 13:20:00 -
[71] - Quote
Ty 'SweetCheeks' Borg wrote:So from this thread, can we all agree that both vehicles and their counters are screwed up?.
I know this thread was about the large missile, but there's far more going on here tbh. Every single turret in the game needs rebalancing. If it doesn't happen we're gonna see a million and one of these threads and CCP will just ruin the large missile like they did the rail. Which will leave only the blaster and no doubt someone will start whining about that.
If they keep AV in it's current state tanks are gonna need their resistances back. Armour tanks will at least need a armour hardener to match shields, although the armour repper is still better at it's job than a shield booster imo.
I'd like to see swarms buffed against dropships and not lock on the land vehicles, but then add in a dumbfire variant for vehicles. You know like an actual RPG works.
Armor buffers and repper have always healed more mainly because with shield it can passivly recharge where as armor cannot so that why it does more for armor, plus yea active armor hardeners are needed
The SL idea i could roll with, with the dumb fire varient the missile fly straight and hit anything in its path and not fly around cover since its work like an RPG so it would stop the current SL problem for tanks
As for tanks it seem they want to basically make them super weak and useless against infantry but only good enough to fight other tanks, it will get to the point where no one will bother with them, even in this build ther is less than 10 tank drivers, if anything ther is less than 5 regular tank drivers and im the only one who fields a tank consistantly in every match on every map and rarely see anyone do the same
The tank needs its resistances back because armor needs it tbh, plus its another option because all im using are the active ones, DC needs to be made useful aswell
Turret wise tho they did go too far, changing the turret speeds for me is a no tbh plus we have yet to see the other turrets and tanks not too mention EWAR in general
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Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
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Posted - 2012.10.30 13:28:00 -
[72] - Quote
Sir Meode wrote:Sylwester Dziewiecki wrote:If you(tank drivers) have a option to replace small turret with module as heavy shield/armor transfer, scaning module, some jamming system, drone control unit or something like that and allow crew members to control it, would you consider to use it?
no
I'd say yes tbh.
Removing the small turrets to give me more options is an awesome idea tbh. I like the idea of being an armoured Logi. I'm not so sure it should be gunner controlled however, it'd be a fairly boring job for a guy sat there the entire match not shooting anything.
That is, if that's what you are talking about. |
Luther Mandrix
Planetary Response Organisation Test Friends Please Ignore
53
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Posted - 2012.10.30 13:28:00 -
[73] - Quote
Zekain Kade wrote:Here's why.
A Large blaster turret has short range, is meant to deal with infantry, or light vehicles.
A rail gun is for long range, but it does have it's own range cap. it is meant to take out heavy armor, but can't deal enough damage towards shield tanks to be very effective. it has a low rate of fire, and is very ineffective against infantry.
The large missile turret has infinite range, has a massive splash damage radius. It can deal massive damage to dominate both armor, and shield tanks, it can vaporize infantry, it's rate of fire is stupidly high. It can also act like a massive, long range shot gun from any range. it is also the ideal weapon for AA. Which probably means it'll even be able to out do the auto cannon once it's released.
large missile turrets are supposed to be the type of weapon that can do anything, but cannot excel at any of the specialized jobs the other turrets are built for, yet the large missile turret can do everything, and excel far beyond the jobs of any other turret type.
Why...? why is it like this? it's so stupid. there is no reason to spec into any other turret type.
if this was a game of rock, paper, scissors. The large missile turret would be the laser sword.
Right now the large missile turret is like the replication SL on steroids.
Heavy Forge players deal with missle turrents took 3 shots ,I had cover 2 shield extenders with Samson Armor
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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.30 13:30:00 -
[74] - Quote
Adeptus Ezekiel wrote:EnglishSnake wrote:Armor tanks do suck
10plum or something like that has an armor tank with 10k hp on the armor alone, you know what happened? that got popped stupidly easy because he couldnt move fast enough to escape and my missiles cause damage to armor really well
Missiles are the flavour of the month and why? because of the community complaining about tanks and getting them nerfed
Look what changed - Railgun splash damage reduced so its not anti-infantry anymore but since ppl really dont field tanks as much ther is no need to skill up for em so you have a main turret which is useless, also for large railguns you need to train the small railguns upto lvl4
Turret movement speed - Railgun once again got hit badly with this, its quicker to move the tank than the turret, blaster quickest and missiles in the middle
Really with the railgun you might aswell take that off and put on a heavy with a forge gun since the forge gun can do everything better than the large railgun can do - forge gun can do anti-vehicle anti-infantry anti-dropship anti-sniper even
The resistance and DC getting nerfed, so tanks are more open to getting whacked so missiles again the best option because they have range, they dont have to get close but then again with SL being able to cross the whole map then bend around your cover to hit you thers no point, same with the forge gun which can snipe from across the damn map
Now ppl want the splash damage reduced on missiles, talk about deja vu tbh we had this with the railgun which is now strickly a anti vehicle weapon but missiles have explosive damage which effects an area and its a ******* missile lets not forget i mean would you complain if we had an RPG which had a 5m damage radius, essentially the missiles carry an explosive payload
Just say they do get nerfed, what then for missiles? are we trying to turn this into an infantry only game? are we trying to turn tanks into something useless?
Yall keep going on about missile splash damage but it doesnt always work tbh, ppl can hide behind a small hill and i can hit the front of that hill and the splash doesnt carry over that hill and hit the enemy, hes okay he can crouch behind that and be safe unless i get a direct hit, this is what forge and SL users currently use atm because they know they wont get hit but if you run out into the open or stand next to a wall and i kill you yall cry about splash damage i mean ffs id get the same result if i hit you with an RPG
All so true about the differences between Rails and Missiles sadly. Rails have extremely limited application now, and even then its only the largest ones that are any use at all. As for missiles, you found one example where they aren't 100% effective? Thats pretty much the definition of OP. Everything doesn't need to be nerfed into oblivion (as rails basically have been), but balance is important. As for real world examples, modern MBT turrets can fire either sabot discarding shot (lets say rail for the sake of argument) or guided missiles in some cases. Is the speed of turret traverse different? No. I'm not completely sure what CCP hope to achieve with these somewhat arbitrary rules, but basically they are guiding DUST down the EVE path of missiles & shield > everything else. Edit: Fixed quantities of weapon ammo at least on MBT's, with the ability to resupply at the appropriate places, might well go a long way to balancing this out. Its hard to imagine an HAV carrying the thousands of rounds that seem to get spammed in most battles. Same for LAVs/Dropships.
If they are OP they would work in all situations, tbh they dont they are good for short and medium combat and long distance is hit n miss because of missile flight time |
BobThe843CakeMan
BurgezzE.T.F
132
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Posted - 2012.10.30 19:08:00 -
[75] - Quote
you say armor tanks suck and you have very valid reasons but at the same time you have weapons good against armor but none tht are effective against shield tanks laser turrets for tanks. When ever these come all the people wth shield tanks will say to nerf these due to high damage applications. Fact of the matter is all we have are hybrid turrets and missiles. None which are good against shield. Do you guys remember how bad missiles used to be. 120 damage per shot. Thts the next step if u keep this complaining for them to nerf it. And this is coming from an armor tank person. Just saying. |
Bhor Derri
Legion of Eden
95
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Posted - 2012.11.01 12:16:00 -
[76] - Quote
Drommy Hood wrote:BobThe843CakeMan wrote:Tony Calif wrote:If you say armour tanks aren't terrible this build you don't have a clue on how to fit a shield tank U will see my comrad. :) but for someone who hasn't invested in both wouldn't know the power of an armor tank now would he. Hope to see ur tank on the battle field once i get my 500,000 sp. best of luck :). Armour is crap at the moment. It always was a struggle to kill shield tanks now its impossible if its half decently fit. I used to run madruger with launcher, 2 large armour reps and 3 eanp. Could toe to toe with shield tanks but I'd have to try and limit there constant damage by circling and hoping he'd miss a few shots. When they made alterations at the the end of the last patch to shields, it turned into an unlikely contest. I'd die every time, I couldn't tank damage fast enough even with the 2 reps, and the massive buffer tank on the shields would always outlast me. Now I'm a scout. Gallente always get nerfed, caldari always get buffed, minimatar get nothing, amarr get lasers and to much armour. Welcome to new eden
I agree I've always gone with Gallente and it seems it gets owned by Caldari as if CCP wants Caldari as the only race in EVE .
I have hated rockets/missiles in all games I've played to this date: absurd damage ,long range ,splash damage ,high ROF.
And what's the problem with Gallente the only good thing they have now is Assault Rifles (which are blasters) and even that is OP(only GEK-38)
So if you are so bad at games use theese: Infantry: GEK-38 type-b assault armor Tank: Gunnlogi 3 Shield Extenders , 2 Shield Boosters , turret damage booster Dropship: Grimnses/Myron: Even though CCP broke Gallente, their dropships do pack some punch. 2 SE 2 Armor Plates or 3 SE 1 Armor plate with cycled or fragmented small missile launchers.
I know that balancing things is hard without braking other things (Look at what happened to BF3) and all this whining may not help but this needs fixing or in a year or so you'll get Gunnlogi , Assault Rifles , Forges , SML Lavs and Spawn Campers littering the battlefield.
Hope this gets fixed soon CCP |
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