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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.06 03:24:00 -
[1] - Quote
Blasters can overheat Rails have a charge up time and can overheat Missile have none of these
I request that missiles have some sort of "reload" time after each payload they fire would stop the stupid "omg im in a shield tank imma rush into a crowd of enemies and spam missiles continuosly" or "hey im in a dropship one shottin everything super fast because i can" effect
Missiles have no drawback except for being somewhat poor against shields but that isnt a drawback considering lasers will be strong vs shields and weak vs armor
Give missiles a proper drawback like the other turrets Also make sure artillery turrets when u add them has the same reload as well (prob a longer one tbh)
this + my other post on removing passive dmg upgrades from skills will make fights and the game alot better imo
EDIT:
Mavado V Noriega wrote:Just reduce dmg slightly and add a "reload" function to missiles = fixed after each payload a missile turret fires it should be 1.5-2.0 secs "reload" aka delay between shots which will still make it faster shooting than rails that have a charge up time of 0.8 secs + fire intervals of 2.0-2.5 between shots
such an easy fix for missile turrets tbh no need for lockon only or any other crazy ideas
delay between shots "reload" + slight dmg nerf like i suggested brings it in line with other turrets without hurting its dmg too much |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.06 03:43:00 -
[2] - Quote
All vehicles weapons need the following: overheat in the case of rails and blasters (and in the future lasers), and a reload time (except lasers) and a set limit of ammo, so you must return to a supply depot to restock (except lasers). Lasers can be offset by damaging the vehicle if it overheats. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.06 04:24:00 -
[3] - Quote
Paran Tadec wrote:All vehicles weapons need the following: overheat in the case of rails and blasters (and in the future lasers), and a reload time (except lasers) and a set limit of ammo, so you must return to a supply depot to restock (except lasers). Lasers can be offset by damaging the vehicle if it overheats.
No ammo thats dumb doesnt work for vehicles capacitors are coming which will solve alot of those issues as well |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.11.06 04:27:00 -
[4] - Quote
Mavado V Noriega wrote: No ammo thats dumb doesnt work for vehicles capacitors are coming which will solve alot of those issues as well
a cap would fix a lot of problems. |
Reimus Klinsman
BetaMax.
320
|
Posted - 2012.11.06 04:45:00 -
[5] - Quote
CCP should load the game with several varieties of missile turrets.
- One for very strong Anti Vehicle (Very poort against infantry) - One for being very strong against Infantry but has a very slow rate of fire (6 rpm) - One that requires a lockon and can lock onto dropsuits
They can make several more varieties. Then they let people play with thing and remove the obviously OP types. When they tweak enough they can see where Missile turrets should go and select the type they want.
(I'd really like it if CCP released some logs on their statistics. I REALLY hope they are capturing statistics.) |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.11.06 07:01:00 -
[6] - Quote
Missiles are capless weapons, so it won't fix it. Would help other things though.
The missile turrets, at least in 3e build, fire a few shots then reload. Missile turrets doing this would help.
A ammo meter that recharges overtime(internal nanohive?) could be used to balance missiles and artillery/auto cannons when they are added. Other shooters have put this kind of limit on ammo, off the top of head Red Faction Armageddon and Borderlands 2.
1)lasers over heat if fired constantly, use a lot of cap. 2)blasters can fire rapidly and overheat, burst fire constantly till ammo/cap is out then wait for more ammo/cap, or good aim and never run out. 3)rails fire slow enough it would be rare to ever get low ammo or cap without something. 4)missile would run out of ammo the fastest, having no other drawback 5)auto cannons would run out second fastest and have over heat if fired constantly like blasters, no cap. 6)artillery is slow firing, long barrage could run ammo down, individual aimed shots not likely too.
This would approximate eve's balance without adding complication of buying individual rounds and adding cargo holds to everything. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.19 13:05:00 -
[7] - Quote
updated OP with an edit on "reload" times |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.19 16:31:00 -
[8] - Quote
Missile Turrets could be given a standardised reload per volley. That could mean multiple rounds between reloads, or reloading after each shot, but with a shorter reload time. Either way, I'm fine with it, because as they stand, they're solidly and obviously outside the limiations of any other weapon you can compare them too. |
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