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Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.11.11 02:45:00 -
[1] - Quote
this whole time ive been under the impression the small turrets where single shot version of the large turrets the large turret only has 120 spalsh which is reasonable splash damage the small has 200 in its basic version. Thats excessive, large and small missile launchers should be firing the same sized missiles not the smaller one firing bigger ones.
thats the issue there small missile turrets are OP not missiles in general, ive been exculisvly using large missile turret on my tank and never thought to check this is an oversight CCP and needs to be fixed |
VK deathslaer
Tritan-Industries Legacy Rising
149
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Posted - 2012.11.11 02:49:00 -
[2] - Quote
Yes this is a good step. Lets test if small missiles are doing more splash then they should. Then compare with larges in a hotfix or new build. The new build is dedicated to fixing what we already have. So CCP can iterate in this build the most! |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.11.11 02:49:00 -
[3] - Quote
I don't think its fair that missile turrets have an unlimited range. I think there should be a point were missiles begin to move randomly off course. |
Dr Skurlock
SVER True Blood Unclaimed.
57
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Posted - 2012.11.11 11:05:00 -
[4] - Quote
so then, after a certain range, the guidance chip in missiles should just peter out?
er maybe after a few seconds they just totally forget wth they were flying towards and decide to detour for some tea.
hmmm. lets change the whole mechanics of missiles. Instead of when they get closer to a target, they zero in; lets have em increasingly become inexplicably confused and have em fly off in random directions for no apparent reason.
wait, that would require that Dust missiles be homing in the first place. oh, I see. It's the accelerated missiles that keep a true bearing that you hate.
well, screw it. CCP it's all way too OP. I got one-shotted by a sniper that shot me in the head (pls nerf snipers), then I tried sniping and a guy in an assault suit snuck up behind me and killed me in one burst with his Gek-38 Assault rifle (pls, either buff my scout suit or nerf Gek-38's), then I tried tanking; that was fun but, I feel that I killed people too easily with a vehicle that only required me to level up 3x the amount of SP to drive that it takes one foot soldier to level up in order kill it solo. Which leads me to the next point; (pls nerf forge guns: one guy on foot should not be able to kill a tank with 3 shots). My God CCP. Get it right. I should be able to kill everyone else; they shouldn't be able to kill me. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
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Posted - 2012.11.11 12:18:00 -
[5] - Quote
You don't have to be so dramatic, fam. I get that people are tired of the OP threads but some things actually do need change. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.11 12:30:00 -
[6] - Quote
Seen a suggestion for this previously (actually as a counter to my own post in a thread about tanks).
Infinite range on ANY weapon makes it unbalanced. Infinite range on a high-damage area-effect weapon even moreso.
How about they give missiles a limited fuel capacity, during which they fly straight, but then they go into a ballistic arc?
Basically, at close range, you can fire the missile and it will travel straight to the target, but the further they get, the higher you have to aim to land your shots. Firing across the map might even still be possible, but it would be more like artillery fire and less like the current "point and click to make everything die in a 5m radius" system.
They also need to make sure long-distance missile fire CAN ACTUALLY BE SEEN COMING instead of explosions just appearing out of nowhere. |
Captain-Awesome
Internal Error. Negative-Feedback
349
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Posted - 2012.11.11 12:59:00 -
[7] - Quote
they should just explode. no need for moving off target. it means sharpshooter is then more useful as it can travel further before exploding :p |
4447
ZionTCD Legacy Rising
649
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Posted - 2012.11.11 14:12:00 -
[8] - Quote
How about, don't give tanks unlimited ammo? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.11.11 14:28:00 -
[9] - Quote
Sleepy Zan wrote:I don't think its fair that missile turrets have an unlimited range. I think there should be a point were missiles begin to move randomly off course.
That is a VERY good suggestion, which I reckon would open a place for (missile) turret sharpshooting skill. Turret would have optimal range on which missiles would fly pretty much on spot, after that getting _random_ not just falling down.
In combination with finite ammo this would make (random) spamming on far range impractical and on the other hand revitalize rail gun turrets in the role of being tank grade snipers. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.11.11 14:37:00 -
[10] - Quote
Dr Skurlock wrote:so then, after a certain range, the guidance chip in missiles should just peter out?
er maybe after a few seconds they just totally forget wth they were flying towards and decide to detour for some tea.
Yes that is not entirely 10k years into the future tech, but it's not that big a thing.
The immersion breakers are somewhere else, like character movement ability. I'm not too interested in refridgirator logic |
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Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2012.11.11 14:49:00 -
[11] - Quote
I do agree on the small missile turrets.
Now for the large really they are not that OP. Someone who is very good at a blaster tank is going to out gun someone who is very good at a missile tank any day. They are going to kill more infantry and they have the advantage in a tank fight.
The thing is blaster is hard to use right away. So people shy away from it go to missiles tanks what are very very easy to use.
Why missiles rip up armor tanks. Well CCP thought it was a good idea to go super rock paper sissors and well missiles do extra damage to armor. While armor tanks do regular to shield tanks. So all of a sudden shields have a advantage when using missile turrets and just tear up armor tanks.
I really think there should be no damage bonuses adds to much balancing issues in and dust has enough problems the way it is.
The next thing is damage modded vs none damage modded. right now a none damage moded missile tank needs to 2 shot most people and 3 shot to 4 shot some heavies. but for some reason how damage mods stack the missiles do a ton more damage then normal getting very very high amounts of damage. but this is the same for other turrets when damage modded there damage increases by big amounts causeing them to be very very OPed.''
Rails are actually still very very good Anti Vehicle and if you have a good shot anti infantry. But Rails suffer the same problem that snipers do at times you can never seem to hit targets because the shot wants to clip into random things and explode even through you are not either aiming there or there is no object so it is just exploding in mid air. so rails need a little work there. but tank vs tank I have been seeing rail tanks always win the battle even is someone is running a damage mod missile. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.11 14:55:00 -
[12] - Quote
Caeli SineDeo wrote: I do agree on the small missile turrets.
Now for the large really they are not that OP. Someone who is very good at a blaster tank is going to out gun someone who is very good at a missile tank any day. They are going to kill more infantry and they have the advantage in a tank fight.
The thing is blaster is hard to use right away. So people shy away from it go to missiles tanks what are very very easy to use.
Why missiles rip up armor tanks. Well CCP thought it was a good idea to go super rock paper sissors and well missiles do extra damage to armor so armor tanks do regular to missile while missiles just tear them up.
I really think there should be no damage bonuses adds to much balancing issues in and dust has enough problems the way it is.
The next thing is damage modded vs none damage modded. right now a none damage moded missile tank needs to 2 shot most people and 3 shot to 4 shot some heavies. but for some reason how damage mods stack the missiles do a ton more damage then normal getting very very high amounts of damage. but this is the same for other turrets when damage modded there damage increases by big amounts causeing them to be very very OPed.''
Rails are actually still very very good Anti Vehicle and if you have a good shot anti infantry. But Rails suffer the same problem that snipers do at times you can never seem to hit targets because the shot wants to clip into random things and explode even through you are not either aiming there or there is no object so it is just exploding in mid air. so rails need a little work there. but tank vs tank I have been seeing rail tanks always win the battle even is someone is running a damage mod missile.
Large Missiles need AT LEAST a "Reload" function after each shot keep the dmg bonus or, maybe lower it a bit for turrets, because Laser Turrets will have a bonus to shields BUT can also overheat just like every other turret except missiles |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2012.11.11 15:06:00 -
[13] - Quote
I would not mind a damage bonus but right now the 130% damage bounus is insane tanks do not have much health the way it is so giving turrets that much more damage additional is alot of damage. now if they made it 105% I could see that being okay maybe even up to 110% but right now 130% turns that 6k damage that proto turrets are doing with damage mods into 7.8k. The 1.8k extra is alot of damage.
They need to rework damage mods. And also add useful mods that people might want to use instead of damage mods. For nano fibers they need to boost the speed percentage up to 22% for the best one keep there draw backs the same. Damage mods are nothing but gain where nanos have a gaint hit to armor and then the gain is so little that it is not worth it. Make people have a tough choice is what I say.
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slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
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Posted - 2012.11.11 17:59:00 -
[14] - Quote
4447 wrote:How about, don't give tanks unlimited ammo?
As a Tank Driver I agree with this. It would make tanking alot more intresting and I wouldn't be blowing up Supply Depots as often |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.11.11 21:34:00 -
[15] - Quote
Real missiles often have a self destruct after a set range. Instead of change in accuracy after optimal, the missile could fly straight then arc during falloff. This would be the coast phase after fuel runs out.
I think the max small missile range should be the same or shorter then the swarm lock-on distance, so dropships could be allowed higher but they won't be able to fire at ground if they do.
The splash damage is to high on small missile, the radius is fine.
A av version with lock-on would be nice. |
Obama DAT
Doomheim
389
|
Posted - 2012.11.11 22:09:00 -
[16] - Quote
Limit the ammo so the missles can't be spammed. Problem solved. |
Lavirac JR
DUST University Ivy League
129
|
Posted - 2012.11.11 22:27:00 -
[17] - Quote
In Eve almost everything is paired weapons-wise.
Blasters are short range and fast firing while railguns are long range and slow firing. Auto-guns are short range and fast firing,while artillery are long range and slow firing. Pulse lasers are short range limited damage but cycle fast, while Beam lasers are long range heavy damage but can't hit anything close..
In Eve rockets move fast are short ranged and unguided while missiles are guided, are long range, but are slow.
I think missiles can be fixed by requiring them to need a lock and making them guided and slow moving. Then add rockets which are short range, but fast moving and unguided.. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 22:37:00 -
[18] - Quote
Dr Skurlock wrote:so then, after a certain range, the guidance chip in missiles should just peter out?
er maybe after a few seconds they just totally forget wth they were flying towards and decide to detour for some tea.
hmmm. lets change the whole mechanics of missiles. Instead of when they get closer to a target, they zero in; lets have em increasingly become inexplicably confused and have em fly off in random directions for no apparent reason.
wait, that would require that Dust missiles be homing in the first place. oh, I see. It's the accelerated missiles that keep a true bearing that you hate.
well, screw it. CCP it's all way too OP. I got one-shotted by a sniper that shot me in the head (pls nerf snipers), then I tried sniping and a guy in an assault suit snuck up behind me and killed me in one burst with his Gek-38 Assault rifle (pls, either buff my scout suit or nerf Gek-38's), then I tried tanking; that was fun but, I feel that I killed people too easily with a vehicle that only required me to level up 3x the amount of SP to drive that it takes one foot soldier to level up in order kill it solo. Which leads me to the next point; (pls nerf forge guns: one guy on foot should not be able to kill a tank with 3 shots). My God CCP. Get it right. I should be able to kill everyone else; they shouldn't be able to kill me. better explanation: they just run out of fuel and drop. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 22:42:00 -
[19] - Quote
Caeli SineDeo wrote:I do agree on the small missile turrets.
Now for the large really they are not that OP. Someone who is very good at a blaster tank is going to out gun someone who is very good at a missile tank any day. They are going to kill more infantry and they have the advantage in a tank fight.
Not true. Ever get shots by large missiles when you're in a vehicle? Not only does it do a ton of damage, but you can't see anything, and the camera is shaking,preventing you from aiming; meanwhile the missile user is lining up more shots. |
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