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Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.30 19:19:00 -
[31] - Quote
EnglishSnake wrote: Which turret?
Because as far as i know railgun and missiles are pretty much the same range wise
i'm talking about gunner missiles. the ones that have unlimited range and can hit an enemy MCC from the other MCC. |
Captain-Awesome
Internal Error. Negative-Feedback
349
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Posted - 2012.10.31 12:20:00 -
[32] - Quote
good talk regarding the swarm launchers :)
regarding missile turrets yes missile turrets are op but that's more of a lower the direct hit damage. tanks and installations take way too much damage from these turrets, so lower the base, I'm sure it's still plenty to 1 shot infantry (direct hit) but the splash damage should take out 1 infantry with standard gear in 3-4 shots (to some that may not sound like much)
I'd also like to see turrets have a slow rof (4 seconds +) and a reload time of 6-10 seconds, I would also like to see turrets in general have a finite amount of ammo (around 20 per turret) and replenishable via a nanohive / supply depot. (forcing the ds to land for time)
Regarding swarm launchers fix the bugs with it first (avoiding object to chase) add the laser lock (so it requires some skill) put a minimum distance on missile activation (10m+?) require swarm launcher to fire in an arc (aim up) and then use lock to activate rockets buff damage to infantry when the rocket propulsion is activated (above the 10m+ mark) (4 volleys to kill?)
just some ideas to think about. |
cr0ps
Conspiratus Immortalis
2
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Posted - 2012.10.31 16:37:00 -
[33] - Quote
Why are you guys trying to gimp the swarms even more? They already suck. My ds dies from getting flipped over it never dies from the missle damage. |
Captain-Awesome
Internal Error. Negative-Feedback
349
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Posted - 2012.10.31 17:11:00 -
[34] - Quote
cr0ps wrote:Why are you guys trying to gimp the swarms even more? They already suck. My ds dies from getting flipped over it never dies from the missle damage.
because once the bugs are fixed, it will be op. people speaking about speed increased would mean swarms would hit every time if the dropship isn't behind cover fast enough, which makes swarms a lethal av with absolutely no skill required. |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.10.31 17:58:00 -
[35] - Quote
EnglishSnake wrote: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
The rail isn't anywhere near instant anymore.
If all missiles hit, ONLY the standard level fragmented large missile doesn't out-dps ONLY the strongest railgun. Every other large missile out-dps's every single railgun. Strongest vs strongest being a 33.1% damage difference in favor of missiles (not to mention missiles can get 20% more damage from a marauder bonus that railguns don't have access to).
Small missiles vs small rails are "closer" but the discrepancy is still there. Every proto and every cycled variant out-dps's every single railgun, while only the longer charge, higher damage rail variants out-dps some of the missiles, where the advanced variant only beats standard non-cycled missiles, and the proto variant only beats standard and advanced non-cycled variants.
So yes, missiles outdamage the railgun. |
Corvus Ravensong
Skyel Industries Subspace Exploration Agency
179
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Posted - 2012.11.01 00:17:00 -
[36] - Quote
Noc, my hat's off to you. Not many people will admit their toys are OP, much less ask for it to get nerfed.
Now if you'd just teach all the HAV's hiding in the red-zones how to come out and abuse their HAV properly.......
BTW, did you manage to max out your HAV related skills last build, and if so around how many SP was that monstrosity? |
Conraire
Zumari Force Projection Caldari State
52
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Posted - 2012.11.01 02:42:00 -
[37] - Quote
You know. Just thought of something. They could easily balance missile turrets, especially if they don't want complex resist tanking like what we have in EVE. In EVE, shields are 50% resistant to explosive dmg by default, and 40% resistant to kinetic by default.. On they other hand shields have no base resistance to EM, and only slight (20%) resistance to thermal damage.
They could give shields resistance to kinetic and explosive weapons in Dust. Which would make them Stronger against explosives, like nades, missile turrets, swarms, and sniper rifles, HMGs, SMGs, and possibly forge guns. But weak against laser weapons(laser rifle, Scrambler pistols), Blaster weapons (AR's, blaster turrets), Flux Grenades, etc.
And if they ever happen to add laser AV weapons, and projectile anti material weapons, they can balance them according to the desired effect.
Armor on the other hand is generally 50/40 resistant to EM/Thermal, and weak against Kinetic (20-25%) and explosive 10%. That should in general make armor tankers strong against Laser weapons, Blaster weapons, Flux grenades. etc. But weak against Explosives like Nades, Missiles, projectile weapons (HMG, SMG etc), Railguns (turrets, forge guns, current sniper rifles).
I think they could balance a suits/vehicles resists around what they have in EVE. I don't think it needs to be as complex as it is there. But I think it's possible. This would help alleviate some of the issues I see.. But it would also require them to add racial suits and vehicles per weight class to balance it out more.
I figure, this would make it so Dropships/LAV/Tanks, and swarms could be balanced. As the swarms or forges wouldn't do full damage until they got through the shields. Which means they could speed up swarms or fix them so they have a chance of hitting without being overpowered. But in exchange the shield recharge should be more like what you see in EVE, unless you're running a shield booster. It should help when they add cap to vehicles to keep them from being OP. This would also encourage people to use Flux nades more often, to tear through shields. It would also encourage the use of proximity mines, as they hit the vehicles from the bottom, which is a universal weak point on ground vehicles.
And I think what someone was saying about blast damage was. The direct damage on missile, should be 125% of the blast damage, for example if the blast damage is 200, the direct damage should be 250. Instead of the way it is right now, were the direct damage is almost twice as high as the blast damage. |
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