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Overlord Zero
Doomheim
75
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Posted - 2012.11.20 00:20:00 -
[1] - Quote
Edit: Keep in mind this was posted before the great missile nerf, but should still be considered because the fact remains that blasters are still lagging behind AR's. I thought now would be a good time to revive this thread since the migration is close at hand. Also, since the basic AR's have been buffed, the AR is in fact even further ahead of the blaster turret than mentioned here/Edit
I would like to suggest that the weakest blaster be at least as strong as the strongest AR with the same range, and have a fire rate close to the HMG. Even if the aiming is complete trash, at least they would be competitive with the missile menace when used by a skilled gunner.
Let me explain why...
Militia Blasters fire 857.1 rpm. Militia ARs fire 750. Militia Blasters do 21 dmg per hit. Militia ARs do 30.
I did some simple math.
Militia Blasters, in a minute, if you take away overheating, do 17,852.1 damage per minute. Militia ARs, in a minute, if you take away reloading, do 22,500 damage per minute.
So.... why use a blaster at all? It provides no extra protection, it is infinitely more difficult to aim since you are on a moving vehicle, it overheats rather quickly, and it does less damage than a weapon that you can carry around in your hands. Shouldn't a turret be something attached to a vehicle because it's bigger, and it's built bigger because it needed to be designed that way to compensate for it's extra power? You would be better off riding in the passenger seat of the vehicle and just jumping out when near an enemy and gunning them down with a starter fit.
Please give it some thought, this whole build has been focused on vehicles, and mainly missile turrets. Please, if you are going to overbalance the game in the favor of vehicles, make all the vehicle weapons work well instead of just the one. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.20 00:31:00 -
[2] - Quote
Missile Turrets need a nerf.
Blaster Turrets need a solid buff even to be in line with a sensible nerf of Missiles.
Large Railgun Turrets in particular need a turn rate increase. A minor buff on top of that might be good.
+1 to OP for explaining why Blasters are broken right now. |
Tiel Syysch
Imperfects Negative-Feedback
634
|
Posted - 2012.11.20 01:05:00 -
[3] - Quote
Overlord Zero wrote: Militia ARs, in a minute, if you take away reloading, do 22,500 damage per minute.
If you factor in reloading, a standard AR (which has more ammo per mag than militia) only does 13,846 dpm (a pretty significant decrease compared to ignoring the reloads).
Still, small blasters are in need of a lot of love. They're pretty terrible compared to the other turrets. |
Overlord Zero
Doomheim
75
|
Posted - 2012.11.20 01:09:00 -
[4] - Quote
Tiel Syysch wrote:Overlord Zero wrote: Militia ARs, in a minute, if you take away reloading, do 22,500 damage per minute.
If you factor in reloading, a standard AR (which has more ammo per mag than militia) only does 13,846 dpm (a pretty significant decrease compared to ignoring the reloads). Still, small blasters are in need of a lot of love. They're pretty terrible compared to the other turrets. I didn't factor in reloading because reloading and overheat cooldown take a comparable amount of time. Cooldown is a bit longer iirc. |
Tiel Syysch
Imperfects Negative-Feedback
634
|
Posted - 2012.11.20 01:31:00 -
[5] - Quote
Overlord Zero wrote:Tiel Syysch wrote:Overlord Zero wrote: Militia ARs, in a minute, if you take away reloading, do 22,500 damage per minute.
If you factor in reloading, a standard AR (which has more ammo per mag than militia) only does 13,846 dpm (a pretty significant decrease compared to ignoring the reloads). Still, small blasters are in need of a lot of love. They're pretty terrible compared to the other turrets. I didn't factor in reloading because reloading and overheat cooldown take a comparable amount of time. Cooldown is a bit longer iirc.
Yeah, I just don't know the function the cooldown follows or I'd have that number handy. Without pushing into overheated territory, I don't *think* cooldown time lasts as long as firing time. The handheld weapons see a pretty big impact by reloads, though. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.20 01:49:00 -
[6] - Quote
Tiel Syysch wrote:Overlord Zero wrote:Tiel Syysch wrote:Overlord Zero wrote: Militia ARs, in a minute, if you take away reloading, do 22,500 damage per minute.
If you factor in reloading, a standard AR (which has more ammo per mag than militia) only does 13,846 dpm (a pretty significant decrease compared to ignoring the reloads). Still, small blasters are in need of a lot of love. They're pretty terrible compared to the other turrets. I didn't factor in reloading because reloading and overheat cooldown take a comparable amount of time. Cooldown is a bit longer iirc. Yeah, I just don't know the function the cooldown follows or I'd have that number handy. Without pushing into overheated territory, I don't *think* cooldown time lasts as long as firing time. The handheld weapons see a pretty big impact by reloads, though. If you overheat, you have to wait longer than a reload.
If you don't, you have to slow your fire rate badly, so it still hits your DPS pretty hard. |
Overlord Zero
Doomheim
75
|
Posted - 2012.11.22 01:46:00 -
[7] - Quote
Garrett Blacknova wrote:Tiel Syysch wrote:Overlord Zero wrote:Tiel Syysch wrote:Overlord Zero wrote: Militia ARs, in a minute, if you take away reloading, do 22,500 damage per minute.
If you factor in reloading, a standard AR (which has more ammo per mag than militia) only does 13,846 dpm (a pretty significant decrease compared to ignoring the reloads). Still, small blasters are in need of a lot of love. They're pretty terrible compared to the other turrets. I didn't factor in reloading because reloading and overheat cooldown take a comparable amount of time. Cooldown is a bit longer iirc. Yeah, I just don't know the function the cooldown follows or I'd have that number handy. Without pushing into overheated territory, I don't *think* cooldown time lasts as long as firing time. The handheld weapons see a pretty big impact by reloads, though. If you overheat, you have to wait longer than a reload. If you don't, you have to slow your fire rate badly, so it still hits your DPS pretty hard. Quite so. To avoid overheating, you have to slow down to bursts in certain lengths with a certain amount of time between bursts to prevent the heat from building up to overheat status. The down times are comparable from what I can tell for reloading and cooldown. No way around it really, it's a broken weapon that needs a lot of lovin'. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.22 15:59:00 -
[8] - Quote
I'm completely with you on this, made a thread myself yesterday- https://forums.dust514.com/default.aspx?g=posts&t=45309&find=unread
Even prototype small blasters aren't worth it. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.11.24 02:29:00 -
[9] - Quote
The radius of the plasma the blaster is shooting out is too skinny and the damage is crap. Edit: I'm not asking for a splash radius increase, I'm asking for the radius of what the weapon fires to be increased. |
Overlord Zero
Doomheim
75
|
Posted - 2013.01.08 17:30:00 -
[10] - Quote
Now that we have some fresh faces in these forums, do we have any fresh thoughts on this? |
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iceyburnz
Crux Special Tasks Group Gallente Federation
283
|
Posted - 2013.01.08 17:38:00 -
[11] - Quote
In chrome Ive noticed blasters are much easier to use, you can actually kill infantry with them now. While missiles launchers are only really viable for shooting vehicles.
Almost the opposite from Codex. Were blaster were almost totally useless having a pixel sized hit detection and missiles being laughably over powered.
I love light turrets btw. |
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