|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.19 08:47:00 -
[1] - Quote
Current missile turrets will be changed into 2 forms:
Keep current damage, but lower splash, but require lock on to fire, only works for vehicles, effectively making them AV turrets. Keep dumbfire mod, rename to rockets, and cut damage by 50% or 25%, but increase spread area of splash slightly (new skill Rocket Turrets)
Good idea? This way caldari and gallente will have a AV and AI versions of vehicle weaponry. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.19 09:47:00 -
[2] - Quote
Zat Earthshatter wrote:I've been wanting that type of change ever since I started the beta!
However, it wouldn't be strategic to force a vehicle turret to AV lock-on to fire, as you still have to be able to kill infantry. As an alternative, maybe it should be laser-guided after launch, so that it can still kill infantry while being merely focused towards AV.
Could still kill infantry with it, but only if they were in the blast radius of it hitting a vehicle. A weapon designed to take out vehicles is gonna go for penetrative power, while a antiinfantry weapon that focuses on a wide area is gonna use fragmentation. I feel like giving missiles/rockets distinguished roles will solve alot of the issues people have with balance currently. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.19 18:26:00 -
[3] - Quote
Bhor Derri wrote:No no no make missile turrets lock on but no AI or AV variants just make sure they have to lockon before firing but they should be able to lockon to anything not just vehicles this would solve the problem.
That'd make it too easy to instaown infantry. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.19 18:27:00 -
[4] - Quote
Mavado V Noriega wrote:Just reduce dmg slightly and add a "reload" function to missiles = fixed after each payload a missile turret fires for large turrets 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
All of the vehicle turrets need a reload time and a set amount of ammo. Maybe increase amount through a "magazine" module. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.19 18:28:00 -
[5] - Quote
EnglishSnake wrote:Paran Tadec wrote:Current missile turrets will be changed into 2 forms:
Keep current damage, but lower splash, but require lock on to fire, only works for vehicles, effectively making them AV turrets. Keep dumbfire mod, rename to rockets, and cut damage by 50% or 25%, but increase spread area of splash slightly (new skill Rocket Turrets)
Good idea? This way caldari and gallente will have a AV and AI versions of vehicle weaponry. Such a stupid idea No other turret is like this so why do it to missiles They will be getting nerfed because the community cried for it, this would make them super useless and worse than the large railgun
Hybrid turrets are split into two catagories. Why not the same for missile technology? |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.20 21:41:00 -
[6] - Quote
EnglishSnake wrote:Paran Tadec wrote:EnglishSnake wrote:Paran Tadec wrote:Current missile turrets will be changed into 2 forms:
Keep current damage, but lower splash, but require lock on to fire, only works for vehicles, effectively making them AV turrets. Keep dumbfire mod, rename to rockets, and cut damage by 50% or 25%, but increase spread area of splash slightly (new skill Rocket Turrets)
Good idea? This way caldari and gallente will have a AV and AI versions of vehicle weaponry. Such a stupid idea No other turret is like this so why do it to missiles They will be getting nerfed because the community cried for it, this would make them super useless and worse than the large railgun Hybrid turrets are split into two catagories. Why not the same for missile technology? Because that is the nature of hybrids One for short range ie blasters and one for long range ie railguns Its the same with projectile turrets autocannons and artillery Missiles are only short range and long range in EVE due to what missile you use but i cant see this working yet in DUST since we do not have diff ammo types yet
But there is a difference between cruise missiles and torpedos. They are the same size, but use different types of missiles. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.21 00:59:00 -
[7] - Quote
^ think your quote tag formatting got borked.
But yes, turn some of the missiles into antivehicle lock on types, and another variant that is dumbfire for antiinfantry. I think it makes perfect sense in re to EVE. |
|
|
|