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Paran Tadec
Imperfects Negative-Feedback
902
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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. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.11.19 09:30:00 -
[2] - Quote
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. |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.19 09:47:00 -
[3] - 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. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
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Posted - 2012.11.19 11:17:00 -
[4] - Quote
I don't really think they should be given a wider splash radius, reduced damage or not. The splash is the main killing factor for the missiles as it is. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.19 12:43:00 -
[5] - Quote
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
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Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.11.19 13:02:00 -
[6] - Quote
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 |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.11.19 13:03:00 -
[7] - Quote
double post |
Bhor Derri
Legion of Eden
95
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Posted - 2012.11.19 13:07:00 -
[8] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1062
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Posted - 2012.11.19 15:09:00 -
[9] - Quote
I like it. The turrets right now should be slightly stronger than mass drivers (of the same tier)
Why? These turrets are supposed to be equally effective against vehicles as infantry. You know what else is equally effective against vehicles as infantry (only not overpowered), AND explosive? Mass drivers. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
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Posted - 2012.11.19 15:24:00 -
[10] - Quote
What missiles turrets really need is a sort of cooldown timer/reload like hybrids so that they can't be spammed forever and the splash damage halved so that they don't one-shot heavies. Also, small blaster turrets need some love. |
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Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.19 18:26:00 -
[11] - 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
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Posted - 2012.11.19 18:27:00 -
[12] - 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
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Posted - 2012.11.19 18:28:00 -
[13] - 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? |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.20 12:39:00 -
[14] - Quote
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 |
angelarch
Algintal Core Gallente Federation
93
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Posted - 2012.11.20 13:11:00 -
[15] - Quote
Paran Tadec wrote: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.
^this.
The other turret types are so crappy compared to missiles, that all you really need to do is get rid of the 'infinite' missile supply so those turrets have to go back to base and reload after running out. This at least creates one drawback to using missiles, when at the moment there is none. - The other turret types can keep their infinite ammo to make them a little more attractive-- but even then they would still be crappy and hardly anyone would use them just like now. Yes I know some folks use them, just not many.
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Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.11.20 21:41:00 -
[16] - 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. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.20 21:55:00 -
[17] - Quote
EnglishSnake wrote: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 [/quote] You seem to be assuming something that isn't the case.
Missile Turrets vs. Rocket Turrets.
Not Dumbfire Missile Turrets vs. Lock-on Missiles Turrets.
They aren't suggesting making 2 different types of Missile Turret. They're suggesting making 2 different types of self-propelled explosive turrets. Kind of like how EVE has Missiles with guidance systems and Rockets that are dumbfired. Actually, EXACTLY like how EVE handles Missiles and Rockets. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.21 00:59:00 -
[18] - 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. |
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