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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.30 16:40:00 -
[1] - Quote
Noc Tempre wrote:Tony Calif wrote:I agree they need fixing, but I'm not sure if this is how. Something needs doing, that's for sure. Tbh, someone out there is being paid to make this game. It's about time they started taking things more seriously than "omg, that guy just exploded man! How awesome was that!!!??? Missiles are da bomb!!!" because I think everyone is sick of it. EVERY build they are the only small turret worth using. This is not my first attempt at fixing, but this should require the least work. I honestly think the maps are the #1 problem with mixed arms balance at the moment, but since that will take lots of time, I would encourage trying an area denial fix to swarms. Then they can be effective without wiping out every vehicle on the map with no skill or investment. However, I couldn't help myself and threw in a few related fixes that should go hand in hand. The jesus missiles need toned down without being useless, and the infinite range and direct damage are the biggest overreach into railgun territory, hence the most critical. True that this is someone's job, but that person is doing a terrible one. Might as well help point them in the right direction.
If your going to alter the railgun then you need to alter the forge gun and do you remember all the crying when the forge gun got a range cap on it?
As for missiles its like firing an RPG and complaining that it took out a bunch of ppl in a 5m area when its carrying an explosive, missiles are the same and will have a big splash damage area its is what they are made for to basically rip a massive **** hole through what it hit and cause extra damage from the resulting explosion |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 18:00:00 -
[2] - Quote
Noc Tempre wrote:EnglishSnake wrote:Noc Tempre wrote:Tony Calif wrote:I agree they need fixing, but I'm not sure if this is how. Something needs doing, that's for sure. Tbh, someone out there is being paid to make this game. It's about time they started taking things more seriously than "omg, that guy just exploded man! How awesome was that!!!??? Missiles are da bomb!!!" because I think everyone is sick of it. EVERY build they are the only small turret worth using. This is not my first attempt at fixing, but this should require the least work. I honestly think the maps are the #1 problem with mixed arms balance at the moment, but since that will take lots of time, I would encourage trying an area denial fix to swarms. Then they can be effective without wiping out every vehicle on the map with no skill or investment. However, I couldn't help myself and threw in a few related fixes that should go hand in hand. The jesus missiles need toned down without being useless, and the infinite range and direct damage are the biggest overreach into railgun territory, hence the most critical. True that this is someone's job, but that person is doing a terrible one. Might as well help point them in the right direction. If your going to alter the railgun then you need to alter the forge gun and do you remember all the crying when the forge gun got a range cap on it? As for missiles its like firing an RPG and complaining that it took out a bunch of ppl in a 5m area when its carrying an explosive, missiles are the same and will have a big splash damage area its is what they are made for to basically rip a massive **** hole through what it hit and cause extra damage from the resulting explosion Missiles are too good at everything, to the point that they are the only viable small turret option. Swarms are all kinds of broken. On one hand they are horrendously powerful for no SP or skill required, but by the same token, skilled swarm launchers are rendered useless vs skilled dropship pilots. I think adding skill to swarm use and making sure missiles don't do every role the best is minimum for any fix.
Im on about missiles for tanks tbh
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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.30 18:52:00 -
[3] - Quote
Noc Tempre wrote:I like them as the area of effect, premier anti-personnel weapon, with a medium range. Right now they out damage and out range the rail, while they clear infantry better than the blaster in many situations. Hence why I think they need limitations added. Notice that the numbers would give the tank more range than the swarm, which means you can't force tanks to the redline with one guy on a mountaintop at the edge of the map, improving the dynamic without destroying anyone's role.
Outdamages the railgun? only if all missiles may hit also take into account flight time
Railgun is a near instant impact with high damage straight off the bat and accurate as hell |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 19:17:00 -
[4] - Quote
Necrodermis wrote:EnglishSnake wrote: Outdamages the railgun? only if all missiles may hit also take into account flight time
Railgun is a near instant impact with high damage straight off the bat and accurate as hell
the range is what separates the two. i was gunning for my friend and we were sitting in our red zone on line harvest and we destroyed every turret without leaving. none of the other turrets had range to even touch the ship.
Which turret?
Because as far as i know railgun and missiles are pretty much the same range wise |
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