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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 17:34:00 -
[1] - Quote
I use a Sagaris because armor is broke and essentially bonus to missiles aswell with proto turrets
Now the small proto turret i use used to have 250 splash at 2.5m radius, it now does less than 100 at a 2m radius and will take 4-5 shots to maybe kill a standard assault fella from splash damage, the direct hit damage hasnt changed one bit so 1 hit will kill but when hes jumping etc its hard to do that
The large turret is about they same 250+ in a 5m area and now its less than 100 in a 3m area, up close they still do the same direct damage and in CQC because it fires 4 missiles you do tend to get the person anyways but only in CQC area because long range out of the question
My large turret seems like it has random bullet spread, all 4missiles seem to fire all over the place
My small and large missile also seen to have the same range cap, that range cap in general is quite small tbh and from certain places where i could fire from and hit a certain point or area i can no longer do so - this gives a big advantage to forge gunners and swarm users not to mention swarm missiles can go further than than the large missile turret
The missile turrets have become Anti vehicle and installation only, but the railgun does this job alot better due to higher DPS and near instant travel time
So out of the 3 turrets the blaster has been left untouched for now but essentially the HAV is weaker because of the nerfs to the HAV and has given the advantage to AV users in a big way
Railgun - Long range, high DPS, slow turret, overheats after 2 shots, long cooldown after overheating, anti vehicle/installation and only anti infantry with direct hit Missiles - Short-medium range (i use medium range as a loose term), high DPS, has travel time, next to no splash for an AOE weapon, anti vehicle/installation only anti infantry with large turret Blaster - Short range, high ROF, low damage, overheats and cooldown takes a while, Anti infantry mostly but can kill a tank at short range
But look at AV which remains unchanged
Forge gun - Long range, high DPS, charge up time, is anti everything atm Swarms - Long range, dumb fired, lock on through cover, missiles bend around cover to hit targets, only anti vehicle/installation
All the problems of AV still exist while the problems of HAVs are being replaced with more problems
Today i faced Dark Cloud in his new Gunlogi fitted with Blaster as main turret, he does well in it kills infantry and i was in my Sagaris with a railgun, now i had range and that was that but in general a forge gunner could have been where i was and Dark Cloud did just that with his forge gun and the small missiles turrets couldnt reach him, blaster would be no good and i have to be spot on with railgun
So now we will see shield tanks with blasters and shield tanks with railguns to take on the tanks with blasters and for the small turret slots i have no idea what i will use tbh, armor tanks will not be used still most likely
AV wise ther will be no change, forge guns and swarms are both long range and can fire from the otherside of the map and the only way HAV have defense is the driver in the large railgun turret, missiles will not reach and blasters lolno
Essentially it is even easier to keep a HAV away, all small turrets are meh tbh missile and railgun have range caps but big direct hit and next to no splash damage and the blaster is like having an AR, large turrets have a bit more of an option but even then its situational
Overall HAV are filling a very unique role and tbh may not even see them about soon enough as the SP and ISK required now to get into one is not worth |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 17:55:00 -
[2] - Quote
You say now you need teamwork when you needed teamwork with a tank before the latest hotfix
Forge gunners pissed me off no end sniping from a hill or a safe place and mighty 'OP' missile turrets still wouldnt hit unless once of us got a jammy direct hit
Now the missiles have spread (espc the large) so i wont get a direct hit at distance only in CQC which most forge gunners dont do (until today) and small is the same but if they are out of missile range nothing we have will hit them except the large railgun
Missiles may have been 'I win' button but that was mainly because of circumstance that armor HAVs were pointless to use and shields were better due to mods and happen to have bonus to missiles in the top tank, missiles have always been an AOE weapon with splash damage since its like firing RPGs at someone
Now the tank is weak with a weak turret, they are completely situational now and its not like we can drive up to the supply depot and change out the turrets we use
AV have the advantage now and espc swarms/forge gunners when out of 3 turrets 1 only has the range to hit them
TBH its more unbalanced now than it was before the hotfix |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:14:00 -
[3] - Quote
lol 56-0
Against randoms half the time who use milita and basic AV to try and destroy a tank with no teamwork what do you expect against idiots?
Even then forge guns do the AV work damn well with so little SP put into it and also swarms which lock on through cover and missiles which bend around cover to hit the tank - if you cant even bother to skill up to begin with you deserve to lose because the AV is well in your hands now
Brought it on ourselfs?
Hm lets see, community cried about railguns they are now slow and only good for one thing tbh, also cried about tanks so all the resistances got nerfed and AV got buffed which still need to be fixed ie swarms because it has OP elements to it
The community is getting closer to being able to kill a tank with an AR |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:17:00 -
[4] - Quote
GLOO GLOO wrote:Maybe you have to think how to fit your tank ... It's not just a 2-years-old boy that can do it ... (meaning full missile turrets fitting...)
And is it so hard to aim a Heavy-Forge with a large railgun and good skills ? Oops, sorry, didn't remember that pilots didn't know anything about aiming...
I'll maybe keep trolling when all of you guys will still saying thoose crapy words !!!
Aiming? what with a forge lolno its now charge at otherside of map and fire, missiles dont have the range to hit you, blaster defo wont hit, railgun needs a direct hit while im driving and activating mods
Yes sure is hard aiming when your a HAV driver |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:29:00 -
[5] - Quote
BMSTUBBYx wrote:EnglishSnake wrote:lol 56-0
Against randoms half the time who use milita and basic AV to try and destroy a tank with no teamwork what do you expect against idiots?
My point exactly! You Derpa Derpas brought out your pimped out Derpa Derpa HAV's and DS's and Derpa Derpaed rolled randoms and went 56-0 too many times. CCP took notice and now nerfed your Derpa Derpa Weapons. So now you can keep Derpa Derpa crying about it or move on. Lesson learned.
Oh so you want to be able to take out a fully fitted proper tank on your own with no teamwork?
Well CCP is catering to you atm, keep it up you might be able to kill a tank with an AR before xmas |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:30:00 -
[6] - Quote
GLOO GLOO wrote:Cavity was OP --> fixed
Remote eplosive was OP --> fixed
Creodron was OP --> fixed
Snipers were useless --> fixed
AV nades as proximity --> fixed
And you didn't need a tank to make a 56-0, just a Saga was enough, with a good pilot and a good gunner ...
Well, maybe it's a too big nerf, but I can't say I don't play easy mode !!! But it's a fair nerf today for FPS players, and vehicules lonewolf fanboys can QQ for me !!!
A Saga?
Really if it was so easy why didnt you do it? oh yea right it would have insta popped |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:34:00 -
[7] - Quote
Tzaar Bomba wrote:Lets think about turrets then shall we?
Railguns- single fire one blast, it has to charge, minimal splash with lower splash damage. Much like a modern day MBT firing standard A.P shells. Accurate, but if it lands next to its target not alot of damage. I think Railguns are perfect where they are.
Blasters- quick firing, overheat, small damage, moderate accuracy. Its basically a faster auto cannon without the explosive capability. Great for mowing down hordes of infantry not so much a tank. Again perfect where it is.
Missles- moderate across the board. Except now instead of ---pew pew boom you get < / < ~ | - - / \_ | / maybe a kill but thanks to the blast radius you can damage multiple targets. So NOW yes missle turrets are perfect.
They go on tanks, yes they are supposed to be powerful, but not supposed to decimate everything, thats what eve pilots are for. Im sure youll master them eventually.
Yea but they didnt even add reloding to it, instead it was hit the splash so hard that they will need a direct hit, i mean even nades do more splash damage in a large radius than a missile does now, if i wanted a direct hit use a blaster tbh, missiles were an AOE weapon abiet a strong one but also armor tanks got no love and swarms had bonus to armor damage so missiles and shield tanks were used because of circumstance
Railguns arent perfect yet, the turret itself moves too slow and it has travel time to an extent when it really shouldnt |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:42:00 -
[8] - Quote
Fargen Icehole wrote:Perhaps the simplest (and maybe best) solution, would have been to reduce the ROF of missiles. Perhaps by as much as half.
If you put it on par with railguns or close then yea it prob would have worked to an extent
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:46:00 -
[9] - Quote
Tzaar Bomba wrote:They also needed the splash damage reduction, even nukes have power limitations.
Its an AOE weapon its ment to have splash damage and a fairly large damage radius tbh
Its like firing an RPG its going to **** up anyone caught in the blast radius
Even locus grenades do 400 damage in a 6m radius according to marketplace stats |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:55:00 -
[10] - Quote
I havnt lost SP
Plus it isnt easy mode, not when swarms can lock on through cover pop out launch missiles which bend around cover and hit you or when forge guns can snipe from behind a hill that you will never hit unless its a direct hit
Anyways off to play tanks on DUST |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 12:55:00 -
[11] - Quote
So all day yday i once again tanked on the maps
Tested missiles and i basically have to be next to someone to hit em, the range is very meh, splash is pointless to have because its a smaller area and has barely any damage even with the large turrets since i now have scouts hiding behind a tin plate and the splash doesnt hit him or cause enough damage and no one will use them for AV either because missiles do not fly straight they go everywhere except where i aim so you wont hit a vehicle with your full volley which makes it crap
So im with railguns now and tbh its a good job i skilled em up when i did because im using it alot more, ive also invested in a blaster fit which doesnt seem too bad but if i meet a railgun tank from distance im ******, i would use armor tbh but im still not sure espc since swarms **** still
As for smal turrets they are useless now it seems, missiles/railguns crap and blasters possibly the only way but because AV can still hit me from the otherside of the map and i cant unless i have the railgun as the main turret i cannot engage and im still sat at the back finding that swarm/forge gunner
Also for me teamwork in the tank has gone, i now do not need 2 gunners with me half the time because they are not needed, so im back to being in the tank on my own and when i am with a squad they can run around and do other stuff because i dont need em
So we have weak tank hulls with very situational turrets which can only do a couple of things, missile turrets got nerfed even worse than railguns and are now useless, AV is still broke and has the upperhand even more now
AV and tanks is even more unbalanced than it was before the hotfix |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 13:36:00 -
[12] - Quote
Doesnt work
Missiles are useless, you need a direct hit and you might aswell use a railgun or blaster since they are more accurate and instant
Logi LAV too easy to blow and the remote shield reps suck 1 cycle 300hp and a cooldown of 15sec |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 13:49:00 -
[13] - Quote
Ye they are utterly useless and no one will use them
Also couldnt really lonewolf tbh since 1 forge gunner could pin you to an area of the map from the otherside or behind a hill which you need a direct hit to kill or the same with swarms which lock on through cover and missiles travel around your cover to hit you
Hence why tanks didnt really roam the battlefied until it was stupidly safe |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 14:02:00 -
[14] - Quote
Tanks are not on the frontline because they are weak, its the other way around the infantry goes 1st because the tank is too weak
Missiles are useless, large missiles go everywhere meaning useless for anything, small is kinda pointless aswell due to range limitations and LAVs are meh
lol small missiles for tank vs tank hahahaha good one |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 16:23:00 -
[15] - Quote
semperfi1999 wrote:EnglishSnake wrote:Tanks are not on the frontline because they are weak, its the other way around the infantry goes 1st because the tank is too weak
Missiles are useless, large missiles go everywhere meaning useless for anything, small is kinda pointless aswell due to range limitations and LAVs are meh
lol small missiles for tank vs tank hahahaha good one Snake before the reason tanks stayed way back was because of LOL missiles. No reason for them to get closer when they can insta kill from across the map and go 56-0 without ever leaving the red line. Now the missiles are no longer LOL missiles but I agree they probably overnerfed them. Missiles should not have a random spread and the blast radius needs to go back up but the nerf on the actual splash dmg was good and the super long range being taken away was also a good change. I agree that the Swarms need to be changed to not go around corners they need to take the quickest route to the target.
I mostly stayed in the back because swarms bend around my cover and lock on through the hill on the otherside of the map and forge guns could also snipe me from across the map
LOL missiles as you put it gave me a chance to try and hit the ******* but in general my tank is weak still and AV is exactly the same and hasnt been fixed
Now we have one less turret to use and you wont hit anything anyways because large turrets have RMS (randoms missile spread) so getting a direct hit is nonexistant and splash and damage radius has been reduced so you will cause minimal if any damage
I will prob still play the same and becareful because AV is still broken and distance is my friend in most cases, ive already deleted nearly all my tanks which used large missiles and have remade a few more but i used to have around 10 fits and now i have around 5 fits and options are limited and i find missiles are no longer useful
Tanks need a hp buff and resistances whacked up to what they were before, swarms need fixing and remove extra damage against armor, armor HAVs need active resist mods and the forge needs a tone down in range and damage
If your going to nerf turrets then the HAV needs to be able to take a beating and not have one AV guy pin it from the otherside of the map |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 18:10:00 -
[16] - Quote
GLOO GLOO wrote:You can't buff HP/armor resistance/armor harderner AND nerf SL/FG/AV Nades/prox remotes... Just smile Tanks need a good HP buff, and maybe a little improvement in armor. That's all... If you nerf FG in range, do it too on Large Railgun. And a FG has no chance against a good sniper --> teamplay Large Missile Turret need to OS in short range Assault/Recon/Logi, 2 hit for a Heavy. And the best thing I'd like to, it's some "rocket launcher" --> don't need a lock, need skills !!!
AV nades are fine now, they blow up an dont act like mines
AV mines tho do work only problem is they are indestructable and should blow up if shot at
Remote explosives work as far as i know
SL can lock on behind cover - OP, its missiles can bend around cover to hit a target - OP, hell even the user can jump up into the air and launch the missiles - should be removed tbh
Forge gun - Has more range than the missile turrets now, are anti infantry/vehicle and installation and can hit farther than the small railgun can and a bit less than the large, also can pin a tank in place no problem and basically solo it tbh
Tanks need a HP increase and resistance back up to what they used to be, if not tone down the forge gun damage a bit because atm we have weak tanks and weak turrets and AV has it in the bag
Large missiles dont always OS anymore, you need a direct hit and even then 4 missiles dont hit the splash wont do much either and the person escapes
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.23 13:09:00 -
[17] - Quote
Anyway i lost all my gunlogis and missiles yday
I fitted em all up with milita BPO stuff and threw them into battle, lol i even killed another tank yday in it and went charging around the map trying to hit stuff with my missiles which was hit and more miss and from that i have dropped missiles since i have to be on top of someone to even get a kill and even then it isnt always a kill
So i tried out blasters, i did a speed tank blaster and the speed didnt help tbh, so i tried a more tanked blaster fit and that didnt help either because i have forge guns sniping me from across the map and i couldnt get ther quick enough and didnt have the range to kill em so they were picking me off before i had a chance to even respond, even in CQC it was meh because even tho i could turn the turret quickish i can only take so many shots before i have to move and i found my self circling the map most of the time because if i stay still the forge guns can easily whack me
Now out of 10 possible HAV fits i have now just 1, its the railgun fit, it allows me to engage from distance at least against vehicles and installations but also is good at sniping ppl i just wish the turret would turn quicker, plus i can snipe against forge guns which offers some defense
I no longer require gunners, all small turrets seem meh i still have them on but thats not really by choice tbh. If i could take off turrets completely and save CPU and PG i would tbh and improve the tank in someway
Im thinking of trying out armor tanks and blasters since forge guns are about but i still see swarms around so its a no tbh
Tank wise on the field i am seeing more blasters and railguns, missiles have dropped to 0 for large turrets, small missiles still used to an extent
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.23 14:29:00 -
[18] - Quote
Garrett Blacknova wrote:Small Missiles, as of the update, are ALMOST where they should be.
The nerf has brought them in line with the other Small Turrets - which means they're marginally underpowered for where I think they should be - and I usually run AV, not tanks, so if anything, I'm biased in favour of NOT buffing vehicles. Only need a VERY small buff, and blast radius is the core element where I think a buff would help differentiate them from the other weapon types.
Large Missile Turrets, on the other hand, are just completely broken. Lets look at what they did:
1. Reduced damage. 2. Cut blast radius by more than 50% 3. increased spread massively without it being a progressive "kick" type effect, so even the first missile goes off-course just as randomly as the last show in a salvo. 4. Reduced range.
Either blast radius OR scatter needs to be addressed. Removing the scatter (or reducing it enough to make them a reliable weapon again) would make the Missile Turret a harsher anti-infantry weapon than it has a right to be.
In their current state, Large Missile Turrets pretty much CAN'T hit enemy infantry at ANY range on purpose unless the target is exposed and close to a nearby wall you can aim to get splash damage from. When an Assault suit can stand out in the open, 20 - 50m from a Missile Tank, and reasonably expect NOT to take any damage at all from said tank, there's something wrong. I've been on both sides of exactly that scenario more than once. When I have to switch into one of my Small Turrets just to have a CHANCE of dealing ANY damage to an enemy, my main gun isn't doing its job.
Range? Fine. Damage? Fine. Scatter? Fine. Radius? Too badly nerfed.
Small Turrets are all about even in terms of effectiveness now, but ALL of them are slightly weaker than they should be.
Large Turrets all need some form of buff. Railguns could use a turn rate increase - not TOO much of one, but a bit of a boost. Blasters need something - I think range is probably best. Missiles need a MUCH better blast radius. And of all the Large Turrets, Missiles are the ones with the least effectiveness in any situation.
Its why ive dropped the large at least, blaster is much better to hit ppl in short range and against vehicles you need all your missiles to hit the target not 2-3 because you want max damage and in the current range blaster beats it out all over and its more accurate
Yes blasters beat missiles for me on the large turret, if you can aim your fine but with blasters your more open to forge guns whacking you from distance and you cannot do anything except use your mods and hope you can either A find the bsatrd and kill him or option B GTFO of dodge because you dont have the range to kill him and your tank cant take too many shots to begin with no matter how well you fit it up
Because of this ive gone the sniper route, i know how much my tank can take and tbh its not that much for the price or SP required so going out into the thick of it with blasters to support your infantry isnt really worth it since you will prob end up hitting reverse as soon as your arrive |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.25 14:48:00 -
[19] - Quote
Tech Ohm Eaven wrote:EnglishSnake wrote:lol 56-0
Against randoms half the time who use milita and basic AV to try and destroy a tank with no teamwork what do you expect against idiots?
Even then forge guns do the AV work damn well with so little SP put into it and also swarms which lock on through cover and missiles which bend around cover to hit the tank - if you cant even bother to skill up to begin with you deserve to lose because the AV is well in your hands now
Brought it on ourselfs?
Hm lets see, community cried about railguns they are now slow and only good for one thing tbh, also cried about tanks so all the resistances got nerfed and AV got buffed which still need to be fixed ie swarms because it has OP elements to it
The community is getting closer to being able to kill a tank with an AR Ya know when my entire SQUAD is forge gunning and we still got OHK by Gunnlogis then yeah things were WRONG. Now with the missile nerf its more balanced. YOU had no problem with those easy kills by being a HAV missile abuser. So suck it up and change a few tank fits since all I got from your thread was waaaaaaa no more easy kills.
lol yes because its so hard with forge guns sniping from otherside of the map which they can still do in much more safety or even now forge guns run head onto a tank know because no direct hit means forge gunner survives and can spam it as fast as possible
Btw i only have 1 tank fit now where as i used to have 10 with hybrids and missiles |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.25 14:56:00 -
[20] - Quote
The dark cloud wrote:
-Dropship damage output penalty: 50%~70% (similar to the logistic LAV's) -Range as it is now so you cant "snipe" with them anymore accross the map (missile explodes around 200m in the air) -rebuild the old missile damage stats (blast radius and damage back to normal) -cut down the damage bonus from skillbooks by 50% (instead off 3% per lvl you get 1,5 and proficency gives you 1%) -adjust the damage mods for missile turrets to max 10% (at the moment the best mod is 20%) -get rid off the random spread off the missiles -Only 1 damage mod allowed at a time to avoid that any kind off turret gets overpowered (similar with propulsion modules)
With missiles changes it should have had a reload time similar to railguns charge i think
Range wise got nerfed hard, i have forge gunners hitting me but i cant hit them back unless i have the railgun as my main turret
Radius should be back to normal for large at least and up the damage i think
Skill books i wouldnt have prof or even the normal skill to give out damage bonuses tbh, leave the damage bonuses to the turret skillbook and the damage mods and instead give the skillbooks bonuses to the the weapon instead, like -5% cooldown time or heat build up for hybrids, missiles could be ROF or range
All damage mods should really be the same
Random missile spread lolworthy
I disagree with only 1 damage mod tbh, they have stacking penalties as it is and its not like a DCU either, if you can fit em let em
As for turrets, railgun still needs its turn speed increased at least to the missile turn speed and also i think it builds up heat way too fast, after 2 cont shots you overheat and need a 15sec cooldown even tho its was around 5sec to fire 2 shots i think it should at least be 3 tbh |
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.25 15:27:00 -
[21] - Quote
Damage wise i dunno, splash should have most of it tbh and maybe reduce direct damage a bit and up splash but either way even if they do change certain things back its the range and RMS which bug me since i cant hit it and even if i do 2missile may hit while the other 2 missile go on holiday
All skillbooks offer the same thing more damage
Its nice but it would be better if you could reduce the heatbuild up on a railgun so you could fire 3cont shots and the prof offers quicker cooldown and blasters get quicker cooldown and maybe higher ROF
Skillbooks should offer diff things, look at being infantry and an assault user you have 4 diff books which effect relod/range/recoil etc and tbh i would like something like this for turrets aswell |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 12:48:00 -
[22] - Quote
The dark cloud wrote:EnglishSnake wrote:The dark cloud wrote:
-Dropship damage output penalty: 50%~70% (similar to the logistic LAV's) -Range as it is now so you cant "snipe" with them anymore accross the map (missile explodes around 200m in the air) -rebuild the old missile damage stats (blast radius and damage back to normal) -cut down the damage bonus from skillbooks by 50% (instead off 3% per lvl you get 1,5 and proficency gives you 1%) -adjust the damage mods for missile turrets to max 10% (at the moment the best mod is 20%) -get rid off the random spread off the missiles -Only 1 damage mod allowed at a time to avoid that any kind off turret gets overpowered (similar with propulsion modules)
With missiles changes it should have had a reload time similar to railguns charge i think Range wise got nerfed hard, i have forge gunners hitting me but i cant hit them back unless i have the railgun as my main turret Radius should be back to normal for large at least and up the damage i think Skill books i wouldnt have prof or even the normal skill to give out damage bonuses tbh, leave the damage bonuses to the turret skillbook and the damage mods and instead give the skillbooks bonuses to the the weapon instead, like -5% cooldown time or heat build up for hybrids, missiles could be ROF or range All damage mods should really be the same Random missile spread lolworthy I disagree with only 1 damage mod tbh, they have stacking penalties as it is and its not like a DCU either, if you can fit em let em As for turrets, railgun still needs its turn speed increased at least to the missile turn speed and also i think it builds up heat way too fast, after 2 cont shots you overheat and need a 15sec cooldown even tho its was around 5sec to fire 2 shots i think it should at least be 3 tbh stacking penalty is allmost non existant at the moment for damage mods or maybe not as effective as it was planned. Cause they multiply with each other and not just add to each other. Just assume a missile splash damage off 240 and my skill is on on small missile turrets lvl 5 (15%) and 2 damage mods on the dropship itself so lets do math. 240*1.15*1.2*1.2= 397.44 And i didnt even added proficency or turret operation itself to the math operation. If you would use 3 damage mods then you would get a damage around 476HP and thats only splash damage not direct impact. That beeing known its easy to get insane high damage on all kind off turrets. We saw it in the final off the tourny where my dropship with over 4400HP has beeing 1 shoted by a sagaris railgun. And not all damage mods are the same cause at the moment missile turrets have the biggest bonus on them. Cause small hybrid turrets gain only a bonus off 12% and not 20%. If the damage mods would do add to each other then this wouldnt be such a big problem but multiply makes it too strong. And i find it funny that only those who have a logical mind replied to my post yet. Where are the moaners now?
Depends how the stacking pens add up tbh
Normally ive thought its EVE like so 1st mod does 100% then the 2nd does around 85% and the 3rd being like 55% and the 4th mods is like nonexistant but is like 20% if you have it
So with hybrids you would have 10% + 8.5% so 18.5% with 2 damage mods then include skills so go with it
Problem is we have skillbooks which give out damage as it bonus for each level and it should change so that it imporve the actual turret in what it does apart from just damage
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 13:24:00 -
[23] - Quote
Laurent Cazaderon wrote:The dark cloud wrote:GLOO GLOO wrote:The dark cloud wrote: The damage on the turrets where the exact same as before the nerf and NOBODY did cry about it. Yes, of course, noobys are people getting kill by easy-players. It's not easy-players using OP things... And remember me, who is crying now ? ok how would you think about it when your AR would do only 10HP per hit? If you dont add a constructive post to this please stay out off it. I knew that missiles where OP but this "fix" is not the way how to do it properly. Another way to get rid off their anti everything situation could aswell be lowering the direct impact damage. And tanks mainly did hide with missiles on scrubby spots cause a single forgegunner could take on to them without support. Well do we have left? -Tank resistance gone? chek -Tanks ability to succesfully attack infantry gone? chek -Tanks are going to be destroyed with a militia assault rifle? work in progress Now the only turret that works against infantry is the large blaster. The others are 100% useless to do so. In fact a mass driver deals more damage against infantry then a small missile turret. And that on both categorys blast radius/damage. If i could put a mass driver on my vehicle instead off a small missile turret i would do it. You're over-reacting a bit.... I tasted some Blasters yesterday and boy do they hurt ! They dont OS, but their ROF is almost an instakill if you dont have cover. Also, who says things wont move on the resistance side of the HAVs ? Many people, infantry like me, bitched about the missiles and agree that HAVs should be tougher to take down. But seriously, missiles shouldnt be the weapon of choice of any specialized HAVer. Missile is, imo, the average against everything weapon. Thus, it should harm infantry less than blasters and harm vehicles less than an railgun. And like it or not, it's the case now and it wasnt before. Give it time. You may not like this fix but truth is, game overall benefits greatly from it.
Missiles do not hit the target, you can be at the end of the road shooting a tank at the other end and your missiles will spaz out and go for coffee and not hit at all
You have to be up close to do anything with missiles and if your going to do that you might aswell go blasters because they are more accurate and its ROF is alot faster
You can stand in front of a missile tank and the splash wont kill you and you will survive and its a large turret shooting 4 missiles at you
Missiles have very poor range now and to add random missile spread means you will not hit your target with 4missiles at the top end of the range, you will be lucky to get 2missiles to hit the target
The only ppl which are happy with this are the infantry and AV once again
Forge guns have more range than large missile turrets, by the time i find that forge gunner and maybe get in range he would have easily killed that tank, even if he was in front of me he needs a direct hit to get killed because splash is so weak a scout can survive it and the same with swarms hiding in the hill untouchable
Plus one more turret has been nerfed and removed from the HAVs, we have blasters which AV can easily eat up tbh on the hill and railguns which somehow are better than missiles now even tho they got nerfed time ago
I used to have 10 fits with missiles and hybrids, i now have 1 fit with a railgun and nothing else, blasters are no good to me because the tank is weak and AV has a stupid range which i will never hit with a blaster and i can keep moving but swarms will bend around cover to hit me or the forge gunner may hit me from otherside of the map
Missiles are not the inbetween blasters and railguns, they cannot do either because of random missile spread mostly and limited range, in fact they are useless for any job espc the large is |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.26 13:52:00 -
[24] - Quote
Tbh il keep writing it because ppl like you all you know how to do is complain for nerfs and then when its nerfed beyond usefulness you go its fine when its clearly not
Your not a tank driver so you really dont care you just dont want tanks ruining your day because you dont want to skill up even the basic amount of AV or use AV at all because its an FPS and tanks dont belong in it
Have you asked for tanks to be destroyed by an assualt rifle yet? |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 16:22:00 -
[25] - Quote
I give alot of feedback since i drive HAVs
I dont give feedback on lazers or other crap i dont use because i dont use em yet we have AR users going 'hurr durr missiles are fine' when they cant travel in a straight line for 20m and cant seem to hit owt past 100m but of course its fine for AR users because they no longer kill them or even hurt them
Yall looking at the short term, not the long term and as it is now the long term is we have weak tanks, limited turret options atm and when the 3 new turrets come into play artillery will prob be classed as OP and get nerfed, autocannons prob not touched since they are similar to blasters and lazers could be meh like missiles
Im waiting till i see vehicles get patched out because of all the crying |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.27 13:31:00 -
[26] - Quote
You cannot split the turrets up for missiles
Even if 2 types of missile launchers come out you are shafting the drivers anyways because sods law you bring out the lock on turret for vehicles and no vehicles turn up on the enemys side plus its a dumb idea and why? because the blasters and railguns can do anti vehicle and infantry to an extent while with the missile idea you can only do one or the other which make it even more ******* useless
lol @ this wtf aswell tbh you have like 1 AV guy to begin with who is out of milita/basic AV stuff and none of you drive anything |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.28 13:37:00 -
[27] - Quote
Garrett Blacknova wrote:EnglishSnake wrote:You cannot split the turrets up for missiles
Even if 2 types of missile launchers come out you are shafting the drivers anyways because sods law you bring out the lock on turret for vehicles and no vehicles turn up on the enemys side plus its a dumb idea and why? because the blasters and railguns can do anti vehicle and infantry to an extent while with the missile idea you can only do one or the other which make it even more ******* useless
lol @ this wtf aswell tbh you have like 1 AV guy to begin with who is out of milita/basic AV stuff and none of you drive anything Seems like you totally missed the point. Our current "Missiles" should really be "Rockets" instead, meaning they aren't being split up - merely adding a new weapon type that should be called Missiles, and renaming the current weapon, each of which has a unique functionality. You also managed not to notice the fact that the new Missiles would be able to lock onto infantry, but would lock on FASTER to enemy vehicles than to infantry. The suggested lock times were totally broken though, hence my post suggesting a massive change to those numbers.
Locking on tho just seems like a bad idea to begin with and shafting the missiles anyway
Missile are in limbo and screwed for now, i expect we wont see them for a long time tbh and blasters and rails will be out more |
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