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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 11:47:00 -
[1] - Quote
- Remove knock effect, it is insane (replace with screen shake if you must)
- Remove burning armor, it is a ham-fisted mechanic that punishes variety
- Require swarms to maintain lock, get rid of stupid pathing annoyances
- Drop damage progression, 50% boost at prototype is too high
- Increase speed to ~150 m/s, drop flight time to ~1-1.5s
- Drop missile turret direct damage to 125% splash
- Drop small missile range to 100m optimal + 100m falloff
- Adjust large missile turrets similarly (200m+200m)
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Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.10.30 11:50:00 -
[2] - Quote
1. I would rather a reduction in knock effect - removing entirely would just look weird to the person firing. visual feedback is lovely
2. agreed
3. Definitely agree, add some skill to it!
everything else - couldn't agree more. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 11:53:00 -
[3] - Quote
9. Change swarm operation skill to 10% flight time 10. Change X missile turret operation to 3% turn speed, proficiency to 3% ROF 11. Add turret sharpshooter skills 12. Add EW/stealth mechanics for hampering/breaking locks (works with 3 really well) |
Free Beers
Internal Error. Negative-Feedback
1041
|
Posted - 2012.10.30 15:33:00 -
[4] - Quote
all weapons including swarms launchers need some type of skill involved. I dont know if continous lock aka laser targeting is the answer.
CCP already said they are looking at swarms. They need to start from scratch because nothing about current ones are good.
Missile knock and armor burning need to go. Armor burning is a mechanic put in place so CCP can force vehicles to go rep and not buff tank
Noc you are ds bias though :-) |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.10.30 16:19:00 -
[5] - Quote
Free Beers wrote:all weapons including swarms launchers need some type of skill involved. I dont know if continous lock aka laser targeting is the answer.
CCP already said they are looking at swarms. They need to start from scratch because nothing about current ones are good.
Missile knock and armor burning need to go. Armor burning is a mechanic put in place so CCP can force vehicles to go rep and not buff tank
Noc you are ds bias though :-)
armor burning only really affects lolarmortanks tho once a shield tank loses shields its usually dead in the next hit |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 16:21:00 -
[6] - Quote
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. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 16:30:00 -
[7] - Quote
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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 16:40:00 -
[8] - 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 |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 16:58:00 -
[9] - Quote
armor burn is a mechanic to balance armor vs shield tankers. if a shield tanker is dumb enough to get caught out in the open and excapes with 1/4 of his armor intact and he didn't bother using his CPU/PG for a armor rep, that is his own fault. if they remove it there is no point to armor tanking vs shield tanking. you would be a tarded monkey with a wrench if you chose to armor tank instead of shield if there was no equalizer.
as for the drop missile splash damage by 125% i'm confused. you want 0% splash or you want to increase it by 25%. i still don't get what everyone's vendetta against AOE damage is.
"splosions keep killing me, eleminate them so they have to score direct hits inorder to kill me" |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 17:00:00 -
[10] - Quote
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. |
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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 17:04:00 -
[11] - Quote
Necrodermis wrote:armor burn is a mechanic to balance armor vs shield tankers. if a shield tanker is dumb enough to get caught out in the open and excapes with 1/4 of his armor intact and he didn't bother using his CPU/PG for a armor rep, that is his own fault. if they remove it there is no point to armor tanking vs shield tanking. you would be a tarded monkey with a wrench if you chose to armor tank instead of shield if there was no equalizer.
as for the drop missile splash damage by 125% i'm confused. you want 0% splash or you want to increase it by 25%. i still don't get what everyone's vendetta against AOE damage is.
"splosions keep killing me, eleminate them so they have to score direct hits inorder to kill me"
Armor burning punishes barely winning. In other words, it creates artificial equalization between players of different skill and SP level. It is a "dumbing down the game" mechanic. It also makes armor buffer tanking (a common tactic in EVE no less) suicidal, since you will die only having taken 40-60% damage. It punishes daring victory and skill, it rewards luck and uniform fitting. It should go. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:08:00 -
[12] - Quote
Noc Tempre wrote:
- Require swarms to maintain lock, get rid of stupid pathing annoyances
that shouldn't happen, the missiles travel way too slow for that to even be considered. especially when all a vehicle has to do is move and you lose lock. i can see it now, a vehicle driving through everything you lock on to it just as it passes a dumb crate and you lose lock. real brilliant there.
pretty much eleminating all locking capabilities on every vehicle except a dropship and all the dropship has to do is park next to a building and continously fly back and forth making all missiles loose their lock. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:11:00 -
[13] - Quote
Noc Tempre wrote: Armor burning punishes barely winning. In other words, it creates artificial equalization between players of different skill and SP level. It is a "dumbing down the game" mechanic. It also makes armor buffer tanking (a common tactic in EVE no less) suicidal, since you will die only having taken 40-60% damage. It punishes daring victory and skill, it rewards luck and uniform fitting. It should go.
daring victory? no, because half the time when a shield tanker gets down to armor he is already at his base because the cowards just run.
and because a 20 ton vehicle can move faster than the missiles that are hitting it it doesn't take a whole lot of "skill" to run away. |
Brush Master
HavoK Core
163
|
Posted - 2012.10.30 17:15:00 -
[14] - Quote
+1 as always Noc. I pretty much have a flying tank aka a Grim with 3.6k armor and 1.5k shielding and I'm not even maxed on shield management yet. 90% of my deaths are from the missile impacts and not the missiles damage itself.
With 2 armor mods I was expecting less impact from swarms however it appears that same as flying a Myron. The small missile damage is definitely OP at high levels, not that I am complaining
I think everyone can agree that faster swarms through skills, direct path swarms, beef up ships to acct for being hit more or introduce a flare counter and reduce small missile dmg would be some good steps to take. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 17:19:00 -
[15] - Quote
Necrodermis wrote:Noc Tempre wrote: Armor burning punishes barely winning. In other words, it creates artificial equalization between players of different skill and SP level. It is a "dumbing down the game" mechanic. It also makes armor buffer tanking (a common tactic in EVE no less) suicidal, since you will die only having taken 40-60% damage. It punishes daring victory and skill, it rewards luck and uniform fitting. It should go.
daring victory? no, because half the time when a shield tanker gets down to armor he is already at his base because the cowards just run. and because a 20 ton vehicle can move faster than the missiles that are hitting it it doesn't take a whole lot of "skill" to run away.
Read more closely. I think swarms should be sped up very significantly with such a change, but also more limited in range. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:31:00 -
[16] - Quote
Noc Tempre wrote: Read more closely. I think swarms should be sped up very significantly with such a change, but also more limited in range.
if their path was fixed it wouldn't require a speed up in missiles. missiles have a fine speed, if they would target the vehicle and not a peice of the vehicle and see the rest as a obstacle to go around.
timing shots has been kind of fun for me. most people just let the missiles fly as soon as they get a lock. my team and me actually plan when releasing missiles. waiting for a tank to get out in the open and just far enough so we get 2 sets of kittens from 3 squad mates. it should take some finesse something no one sees because everyone is "herp derp i lock and release no skill"
i will agree that the knockback of the missiles is a bit much, dropships aren't made of cardboard. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 17:35:00 -
[17] - Quote
Necrodermis wrote:Noc Tempre wrote: Read more closely. I think swarms should be sped up very significantly with such a change, but also more limited in range.
if their path was fixed it wouldn't require a speed up in missiles. missiles have a fine speed, if they would target the vehicle and not a peice of the vehicle and see the rest as a obstacle to go around. timing shots has been kind of fun for me. most people just let the missiles fly as soon as they get a lock. my team and me actually plan when releasing missiles. waiting for a tank to get out in the open and just far enough so we get 2 sets of kittens from 3 squad mates. it should take some finesse something no one sees because everyone is "herp derp i lock and release no skill" i will agree that the knockback of the missiles is a bit much, dropships aren't made of cardboard.
Their pathing is atrocious. They weave around cover and buildings yet run into small bumps in the road. It is broken for both sides. Furthermore, if they only fixed pathing, dropships could still ignore them using standard flight patterns. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:43:00 -
[18] - Quote
Noc Tempre wrote: Their pathing is atrocious. They weave around cover and buildings yet run into small bumps in the road. It is broken for both sides. Furthermore, if they only fixed pathing, dropships could still ignore them using standard flight patterns.
that is where positioning comes in.
firing missiles at the backside of a dropship shouldn't hit if the ship is moving fast enough. the gunners just say to the pilot that kittens are incomming from whatever side they are seeing (assuming communication is even happening). then the ship banks and takes off and avoids the missiles.
but as that happens a swarm launcher from the front end fires and logic says that the missiles will meet the ship if the pathing is correct and the ship is slowed down a bit from the front hit making the missiles hit his back end allowing more missiles to be locked and hit. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 17:46:00 -
[19] - Quote
Necrodermis wrote:Noc Tempre wrote: Their pathing is atrocious. They weave around cover and buildings yet run into small bumps in the road. It is broken for both sides. Furthermore, if they only fixed pathing, dropships could still ignore them using standard flight patterns.
that is where positioning comes in. firing missiles at the backside of a dropship shouldn't hit if the ship is moving fast enough. the gunners just say to the pilot that kittens are incomming from whatever side they are seeing (assuming communication is even happening). then the ship banks and takes off and avoids the missiles. but as that happens a swarm launcher from the front end fires and logic says that the missiles will meet the ship if the pathing is correct and the ship is slowed down a bit from the front hit making the missiles hit his back end allowing more missiles to be locked and hit.
As a controls specialist in senior year of aerospace engineering, intercepts with a slower projectile than a non-ballistic target would be about as effective as we have now. And the math can't be manipulated to ignore that just because it is a video game.
Also, I should point out that timing your fire is not skill, it is tactics. There is a significant difference; I promote a game that rewards skill, since that makes tactical victory over more skilled opponents more satisfying. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 18:00:00 -
[20] - 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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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 18:08:00 -
[21] - Quote
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. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 18:11:00 -
[22] - Quote
Noc Tempre wrote: As a controls specialist in senior year of aerospace engineering, intercepts with a slower projectile than a non-ballistic target would be about as effective as we have now. And the math can't be manipulated to ignore that just because it is a video game.
Also, I should point out that timing your fire is not skill, it is tactics. There is a significant difference; I promote a game that rewards skill, since that makes tactical victory over more skilled opponents more satisfying.
depends on how the missile is guided and if it has the software to determine where the target is going to be (how it should work). the missile being able to determine the size of the object and the speed can determine the mass and the stopping time of said object making the corrections in mid flight. unless the vehicle makes a sudden stop in mid air and break the laws of pysics it should hit.
and if the vehicle stops in mid air the missiles fired previously will hit it. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.30 18:18:00 -
[23] - Quote
Necrodermis wrote:Noc Tempre wrote: As a controls specialist in senior year of aerospace engineering, intercepts with a slower projectile than a non-ballistic target would be about as effective as we have now. And the math can't be manipulated to ignore that just because it is a video game.
Also, I should point out that timing your fire is not skill, it is tactics. There is a significant difference; I promote a game that rewards skill, since that makes tactical victory over more skilled opponents more satisfying.
depends on how the missile is guided and if it has the software to determine where the target is going to be (how it should work). the missile being able to determine the size of the object and the speed can determine the mass and the stopping time of said object making the corrections in mid flight. unless the vehicle makes a sudden stop in mid air and break the laws of pysics it should hit. and if the vehicle stops in mid air the missiles fired previously will hit it.
Hitting a ballistic item at speed is really really hard. Unless they fudge it, hitting a non-ballistic vehicle wouldn't work the way you envision. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 18:31:00 -
[24] - Quote
Noc Tempre wrote: Hitting a ballistic item at speed is really really hard. Unless they fudge it, hitting a non-ballistic vehicle wouldn't work the way you envision.
in this you have hyper advanced technology that breaks the laws of traveling faster than light travel. you can have a missile smart enough to simply look at a target have a weird 90-¦ turn with advanced communications to tell the mass, velocity, direction, size, and probably even composition of said target and tell where it will be within .1 second real time to detonate. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 18:36:00 -
[25] - Quote
Sorry Noc but this thread is a disaster. You have people confusing missile turrets, and swarm launchers. Delete this and start 2 threads. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 18:39:00 -
[26] - Quote
Tony Calif wrote:Sorry Noc but this thread is a disaster. You have people confusing missile turrets, and swarm launchers. Delete this and start 2 threads. i think it was because he said swarm launcher lock and other things in his first post. also you can't delete your posts |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 18:52:00 -
[27] - 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 |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 18:59:00 -
[28] - Quote
You can delete everything you've written, and start 2 new threads. And yes, the reason this thread is a disaster, is because it's a list of things wrong with 2 weapon types which are almost unrelated. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 19:00:00 -
[29] - Quote
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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.30 19:17:00 -
[30] - 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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Necrodermis
GunFall Mobilization Covert Intervention
460
|
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
|
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
|
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
|
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
|
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
|
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
|
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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