Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 09:53:00 -
[1] - Quote
Nerf missile splash. Swarms do 10 damage splash or something like that. So that seems like a fair starting point.
Minimal splash from missiles means that tanks and dropships go back to their MAIN roles, they can still swat infantry if it so compells them, but tanks are av and drop ships are drop ships again, not missile barges.
My suyra last patch was demon. I'm not 1337 I play on average maybe 10 hours a week. In my suyra with blasters and rails I was still invincible and used to get probably 20 kills ave a match. Eventually I gave in and switched to caldari gay missiles (gallente through and through). And within a match or 2 I was doubling my old average.
With little splash, tanks can no longer sit back and perform an artillery role bombarding a spawn point, and dropships can either go dead fast and avoid swarms dropping people off as they go, or they can slow down and let their gunners hit someone, not hit within 10meters.
If rockets/missiles where not the ultra splash damage weapon they are, balance would be restored to the force. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.03 10:38:00 -
[2] - Quote
No unguided missiles are for anti infatry purpose. Theres a reason why there are FRAGMENTED missile launchers. CCP just needs to fix swarms so that they fly the shortest distance to the dropship and ditch the ability to fly around corners. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 10:42:00 -
[3] - Quote
The dark cloud wrote:No unguided missiles are for anti infatry purpose. Theres a reason why there are FRAGMENTED missile launchers. CCP just needs to fix swarms so that they fly the shortest distance to the dropship and ditch the ability to fly around corners.
Wouldn't matter though if missile launchers weren't massively OP, and that all down to splash
If they weren't op, why would they be the only turret anyone uses. I mean even the lavs anyone in their right mind has bolted on a launcher |
Vickers S Grunt
Seraphim Initiative. CRONOS.
67
|
Posted - 2012.11.03 11:05:00 -
[4] - Quote
Its not just the fragmented its ALL the missiles large and small that need a nerf or no one will ever use anything else |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 11:08:00 -
[5] - Quote
Vickers S Grunt wrote:Its not just the fragmented its ALL the missiles large and small that need a nerf or no one will ever use anything else
This. What's the point in using something that you have to hit a target with to kill them, when there's something you can miss with and still kill them. In other games we call that haxors. In dust we call it missiles |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.03 11:13:00 -
[6] - Quote
All the turrets need looking at as the railgun and blasters have no place at present and haven't had for a few builds now. The large blaster is about right, but the large rail is broken and the large missile is just too effective at everything. Same goes for the smalls hence nobody uses them.
Swarms following the vehicles path is the issue, not the speed and not the range. If they flew straight to their target they'd work much better and wouldn't be stupidly OP against anything on the ground like they are at present. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.03 11:36:00 -
[7] - Quote
a decent shield tank with a large blaster will tear a missile tank to shreds. The difference to the previous build is that the skills give you a bonus for turrets. The weapons itself are good and fine, hell even the normal missile launchers havent beeing touched in terms of damage since the E3 build. They are all the same what makes them so insane strong is the skills and the damage mods. By the way the missile launcher damage mods are the only of their kind that give you 20% extra damage while the mods for blasters or railguns grant you only 10%. My opinion would be to get rid off the skill bonus or drastically nerf the bonus. Like instead of 3% per lvl gain 1.5%. Cause at the moment when you max small missile turret operation and turret operation you get a total bonus off whopping 25%. And that without the proficency. And then you can stack it with the damage mods aswell. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.03 11:42:00 -
[8] - Quote
The dark cloud wrote:a decent shield tank with a large blaster will tear a missile tank to shreds. The difference to the previous build is that the skills give you a bonus for turrets. The weapons itself are good and fine, hell even the normal missile launchers havent beeing touched in terms of damage since the E3 build. They are all the same what makes them so insane strong is the skills and the damage mods. By the way the missile launcher damage mods are the only of their kind that give you 20% extra damage while the mods for blasters or railguns grant you only 10%. My opinion would be to get rid off the skill bonus or drastically nerf the bonus. Like instead of 3% per lvl gain 1.5%. Cause at the moment when you max small missile turret operation and turret operation you get a total bonus off whopping 25%. And that without the proficency. And then you can stack it with the damage mods aswell.
Yep. They lowered the HP of infantry and upped the damage of turrets. Major balance fail. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 16:06:00 -
[9] - Quote
Noc Tempre wrote:The dark cloud wrote:a decent shield tank with a large blaster will tear a missile tank to shreds. The difference to the previous build is that the skills give you a bonus for turrets. The weapons itself are good and fine, hell even the normal missile launchers havent beeing touched in terms of damage since the E3 build. They are all the same what makes them so insane strong is the skills and the damage mods. By the way the missile launcher damage mods are the only of their kind that give you 20% extra damage while the mods for blasters or railguns grant you only 10%. My opinion would be to get rid off the skill bonus or drastically nerf the bonus. Like instead of 3% per lvl gain 1.5%. Cause at the moment when you max small missile turret operation and turret operation you get a total bonus off whopping 25%. And that without the proficency. And then you can stack it with the damage mods aswell. Yep. They lowered the HP of infantry and upped the damage of turrets. Major balance fail.
While I agree, I also think that, if they nerf the splash, the damage is fine as it is. It should be a heavy damage, it shouldn't be basically an AOE weapon |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2012.11.03 16:08:00 -
[10] - Quote
no make the damn swarms go 10x faster than the damn drop ships because right now it's like fighting a bear with small pebbles, increase the armour on tanks so they don't get blown up as easy from the super swarms and then problem solved |
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.03 17:04:00 -
[11] - Quote
I made a thread on the feedback requests forums including this. Just trying to spread this around because
- Nobody goes on the feedback/requests subforum
- Most people *cough*thisthread*cough* post their suggestions on the general discussions subforum.
|
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2012.11.03 19:34:00 -
[12] - Quote
I don't like the idea of nerfing the splash of missiles, because the splash is the entire POINT of missiles. Rather, they need to just straight cut all the missile turrets damage IN HALF. As someone who flies a Myron, the missile turrets do an INSANE amount of damage with little cost. For less than 200k SP you can skill into small missile turrets that cost about the same (or less) ISK as a proto infantry weapon, but do 400+ dmg per shot, with 200+ splash dmg. That's just completely ridiculous.
All the turret skills should be AT LEAST a 4x skill multiplier, and the damage numbers should be HALF what they are now. I see no problem with the basic premise of missiles as a spammy area denial weapon, but a weapon of that nature should be more of an irritant as far as damage is concerned rather than a OHK threat. It should be a weapon that "softens up" anyone who tries to move into the area it's suppressing. |
Toric Hol
Villore Sec Ops Gallente Federation
10
|
Posted - 2012.11.03 22:11:00 -
[13] - Quote
I think they should implement a capacitor or ammo mechanic to vehicles. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 22:18:00 -
[14] - Quote
Scheneighnay McBob wrote:I made a thread on the feedback requests forums including this. Just trying to spread this around because
- Nobody goes on the feedback/requests subforum
- Most people *cough*thisthread*cough* post their suggestions on the general discussions subforum.
You'll notice 'cough' that its on there 'cough' as well. I just 'cough' thought that we could discuss the pro's and cons of it also. And I thought here was a better audience as more people use this part of the forum 'cough' |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 22:23:00 -
[15] - Quote
Baal Roo wrote:I don't like the idea of nerfing the splash of missiles, because the splash is the entire POINT of missiles. Rather, they need to just straight cut all the missile turrets damage IN HALF. As someone who flies a Myron, the missile turrets do an INSANE amount of damage with little cost. For less than 200k SP you can skill into small missile turrets that cost about the same (or less) ISK as a proto infantry weapon, but do 400+ dmg per shot, with 200+ splash dmg. That's just completely ridiculous.
All the turret skills should be AT LEAST a 4x skill multiplier, and the damage numbers should be HALF what they are now. I see no problem with the basic premise of missiles as a spammy area denial weapon, but a weapon of that nature should be more of an irritant as far as damage is concerned rather than a OHK threat. It should be a weapon that "softens up" anyone who tries to move into the area it's suppressing.
It's not meant to be artillery though, it's a dead accurate LOS weapon. It is not meant for area denial. And having a 10x multiplier on them although solving part of the problem today, still leaves them as the accurate area denial weapon, just with less damage for a few more weeks until people respec into them |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.11.04 02:52:00 -
[16] - Quote
Since no one liked my first suggestion,I'll just suggest that all vehicles should have limited ammo that needs to be refilled.
How come infantry runs out of ammo,but vehicles don't? I think that if they ran out,then that would solve a ton of problems. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.04 09:43:00 -
[17] - Quote
Th3rdSun wrote:Since no one liked my first suggestion,I'll just suggest that all vehicles should have limited ammo that needs to be refilled.
How come infantry runs out of ammo,but vehicles don't? I think that if they ran out,then that would solve a ton of problems.
Old bf's did this successfully so it's not a stupid suggestion, I just think that while it means the tank/dropship isn't sat spawn camping all match as it had to run back for ammo all the time, it still doesn't address the major problem, being able to one shot a load of infantry in one go as long their close enough to each other, or just the ability to miss and still hit. It makes it the no brainer weapon for all |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.11.04 13:51:00 -
[18] - Quote
Tanks and Dropship got overpowered because other players let them so. Nobody specs for forgeguns which I rarely see. They call in for vehicles, switch to AV loadout. Take out the vehicle, you save your comrades. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2012.11.04 22:50:00 -
[19] - Quote
Missiles, by their description, are supposed to be equally effective on infantry and vehicles.
Example: Militia small missile turret vs. Militia Assault and Militia LAV. Lower the direct hit damage number to something like 250, altering the splash damage appropriately, and give it a damage multiplier appropriate to do the same relative damage to an LAV, that is applied to all vehicle targets.
This idea is only running on the numbers of the most basic sets, so I don't know how it would flesh out once all the metas, modifiers, and modules were brought in. But the idea is that if a missile launcher takes 1.2 hits to take out an assault, then it should take 1.2 hits to take out an LAV. Thus missiles would then be equally effective against both. |
OLIVER OAKES
WARRIORS 1NC
22
|
Posted - 2012.11.05 01:34:00 -
[20] - Quote
llllllllllllllllllllllllllllll |
|
Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
|
Posted - 2012.11.05 01:52:00 -
[21] - Quote
I think missiles should require a lockon and lockon time should be tied to signature radius.
This would stop them from being spammy and would give them a niche. Right now they don't feel like missiles, they feel like a cannon or rocket launcher.
Maybe have both rockets and missiles like EVE. Rockets would be low damage area denial with low accuracy and missiles would be long range and accurate, but would need a lockon.
Artillery is coming at some point and it seems like the current missiles and artillery would be too similar. |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.11.05 21:11:00 -
[22] - Quote
Well balancing the armor and shield tanks would be good CCP. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |