Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.22 16:53:00 -
[1] - Quote
EnglishSnake wrote: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 As I've mentioned a few times in other threads, CCP Wolfman has said that the current mechanics for slow-moving projectiles do not properly inherit the inertia of the vehicle that fired them, causing them to often fly off randomly if the vehicle is manuevering, or sometimes even when just moving in a straight line. |