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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 16:23:00 -
[61] - 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 |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 16:34:00 -
[62] - Quote
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 !!! |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2012.11.22 16:52:00 -
[63] - Quote
BMSTUBBYx wrote:Yeah because HAV drivers going 56-0 was balanced. Forge guns have been overpowered since the previous build. You don't know how to use them? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.22 16:53:00 -
[64] - 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. |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2012.11.22 16:55:00 -
[65] - Quote
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 This is the exact same thing that killed MAG. Everybody complaining about everything, idiots that have no intelligence get what they want, and the developer bends over backwards to accommodate everybody complaining.
The "community" will destroy this game. |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2012.11.22 16:59:00 -
[66] - 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. Except railguns are firing metal slugs at hypersonic speeds, not something you'd see an M1A1 Abrams do on planet Earth. We're talking about many thousands of miles an hour. That should decimate shields, as well as being able to fire right through a lightly armored tank. And for the distances on these maps, their range should be unlimited, as well as hit the target practically instantaneously. |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2012.11.22 16:59:00 -
[67] - 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. You could always go back to MAG. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 17:01:00 -
[68] - Quote
Spkr4theDead 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 This is the exact same thing that killed MAG. Everybody complaining about everything, idiots that have no intelligence get what they want, and the developer bends over backwards to accommodate everybody complaining. The "community" will destroy this game.
Nothing "killed" MAG dude... MAG didn't buzz as Zipper and Sony expected it, that's all !!
90% of FPS players on PS3 had MW2 in November (2008?), the MAG beta went out at the end of December or beginning of January (the game released the 21st of January 2009). They tried it, said "no way", and never came back on it, they went back to MW2. |
Spkr4theDead
Namtar Elite Gallente Federation
22
|
Posted - 2012.11.22 17:02:00 -
[69] - Quote
BMSTUBBYx wrote:EnglishSnake wrote: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 Nope not at all! I do not run AV equipment, I let my AV teammates take out the Derpa Derpa DS's and HAV's while I Ninja Scout my way around the map capping the objectives and setting up my OP remote explosives lol. A KEQ guy doesn't run anti-vehicle loadouts? You've been playing too much Sabotage. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 18:10:00 -
[70] - 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
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.22 18:30:00 -
[71] - Quote
As i said in another missile fix post.
1) missile nerf . GOOD. but probably needs some tweak wich is no suprise 2) buff vehicles HP. Res will benefit from it. 3) remove forge range buff from previous fix. Want a long range FG ? Should require skills. Lvl 5 prof range should give you as much as a large railgun. No lvl. A small railgun range. 4) Swarms are crap. Make it so you need to follow the target to keep lock. Areduce lock range. Raise missile speed. Kill the lock through cover bug. Reduce range slightly. Kill the "avoid obstacles thingy"
In the end. Here s how i see it. An HAV should be lethal IF and ONLY you fit everything to max damages. But in this case it should be weak. Very weak. OR it becomes a huge support with high HP and an average firepower.
Thus. Range and being able to spam missile wasnt ok |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.23 13:09:00 -
[72] - 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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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.23 13:49:00 -
[73] - Quote
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. |
Aellar Dae
LUX AETERNA INT
8
|
Posted - 2012.11.23 13:49:00 -
[74] - Quote
Sorry for interrupting your discussion with an emotional post, but....
CCP, what the hell have you done with rocket turrets? Dropships are totally useless now, you can not operate effectively with blasters and/or railguns on this type of vehicle! My WELL TRAINED EAGLE-EYE gunners can't shot a thing with even most powerful and precise rocket turrets now! And just try to use blasters mounted on dropships - they are way too weak for carrier constantly moving in 3D space, especially avoiding ANNOYING camping heavies with OP'ed FREAKING FORGE GUNS, running in packs and hunting for easy frags in the sky and on the ground.
So, CCP, you are nerfing dropships as a class of vehicles and role model (and HAV or LAV almost as well) and making infantry as a primary (NOT EQUAL to vehicles) role in the combat. I DO NOT NEED ANOTHER Call of Duty, do you hear me??! I'am bored with running around and shooting bodies, my soul wants to FLY! I will abandon playing this game if you wont do anything about this iniquity!
You need reasons for my nerdrage? I am not getting any points for spawning troops on CRU (btw weird thing, why there is bonus for team spawn on droplinks and no such one on CRU???), I wasted almost a MONTH getting 3kkk+ skill points on my dropship and now it is totally useless on the battlefield. What, it is meant to be used for killing tanks and stationary structures? Have you ever tried to destroy tanked HAV with 10k shields only with two dropship small turrets? WHILE IT IS SHOOTING YOU WITH OP'ED BLASTER/RAILGUN BIG TURRET??? Just try this. It is very painful experience.
It can be fair if GOOD and skilled rocketeers with expensive swarm-launchers hit me with 2 shots, not with militia-ones! It is fair if skilled forge gunner hits me with 2-3 shots from their top-priced forge gun. It is not freaking fair, when expensively fitted vehicle getting down from a braindead annoying campers for the other side of the map!
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.23 13:55:00 -
[75] - Quote
Aellar Dae wrote:emotional post Sorry. Dropships aren't meant to be Gunships.
Small Missile Turrets could use some improvement, just like the other Small Turrets, but not enough to turn Dropships back into near-invulnerable destructive weapons. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.23 14:29:00 -
[76] - 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 |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.25 02:16:00 -
[77] - Quote
Knowing you Snake I generally respect your opinion. As such I agree that with the current changes they made to missiles (which I think was needed) they should look back as getting the tanks HP and resistances back to how they were before. Once the fix the swarms they will be better and not OP based on your criteria. I am ok with tanks being hard to take out but not to them being difficult to take out and able to use LOL missiles from the other side of the map to get kills. So give them better armor and sheilding and leave AV the same and see where we are for balance after that. There is still some tweaking that needs to be done but I think a step in the right direction has been taken to effectively deal with the specific aspects of the missiles. Now if we can get everything else to fall in line such that there are benefits and drawbacks.
Benefit of blaster is its great but you have to get close to use it.
Missiles need their randomness removed but otherwise everythign else seems good.
Railgun slowmoving but long range.
If the AV is not lowered a bit then I agree that tank health needs a slight buff (or resistances) so that a blaster fit is a good choice. |
ATR Kuan Ti
Above The Rest
64
|
Posted - 2012.11.25 02:51:00 -
[78] - Quote
shoulda kept the rang when thay added the scatter . now changing the radius to 3 was bad when a rail tank is 2.5 with a good range. and a HAV is supposed to be OP to ppl running around it is a TANK a good squad will have an av guy to take it out
I do not think a forge gunner should be able to shoot ferther then a HAV |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.11.25 03:34:00 -
[79] - Quote
I think the only thing that needed to be done was limit the ammo for all of the turrets so that tanks would have to move to resupply their ordinance.Same goes for dropships.Also,reduce the ROF of missiles.
There was no need to mess with the splash damage at all.Now the missiles are pretty much ineffective against infantry while you are moving.
I'm not a tank or dropship pilot,but it seems that they went overboard on the nerf.I think my suggestion would've been a good enough fix to keep tanks dangerous,but not totally OP.Now,tanks are almost like Heavies from a couple of builds ago when they got nerfed. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.11.25 04:17:00 -
[80] - Quote
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.
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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.25 12:15:00 -
[81] - Quote
The only thing that the nerf did was to make other vehicles 100% useless when it comes to attacking targets.
LAV=usless cause missiles wont do any damage and blasters take way to long to kill its more likely that your gunner gets killed first.
Dropships= basically doesnt exist anymore on the battlefield.
Tanks= lol a rare species that you see once in a while with a large blaster.
At the moment CCP succeeded to kill any vehicle gameplay. And that beeing sayd the AV role isnt needed anymore aswell. To be honest the only way to see more vehicles again is to implement new turrets that actually work against infantry or buffing missile launchers back where they where but with the change that the skillbooks loose their bonus on the turrets and that damage mods are getting nerfed aswell. Its no secret that you where aible to gain 300% damage bonus when you had turret skills maxed out and then used 2 or more damage mods. Just to point that out i could 1 shot a sagaris with a very expensive fit with a soma that had a compressed railgun and 4 damage mods. Cause the mechanics would give me probably a bonus off ~400% damage on that railgun. And this worked on missiles aswell so you could for a example 1 shot heavys with the splash damage from a small missile turret. Ive sayd it alot off times that it wasnt the turret that was OP it was the skills and the damage mods. But CCP listend only to the crybabys. Or does any 1 remember on the E3 build getting 1 shoted by a dropship? The damage on the turrets where the exact same as before the nerf and NOBODY did cry about it. In my opinion the E3 build was the most balanced build apart from remote explosives and the 50% damage bonus on marauders. But AV vs Vehicles was perfect. Sure you could lock on with a swarm behind cover but they didnt bend around corners and where actually aible to hit dropships. What we have at the moment is a abomination off a Dust 514 build mutated from the moaning about everything from the so called "community". |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.25 12:51:00 -
[82] - Quote
The dark cloud wrote:The only thing that the nerf did was to make other vehicles 100% useless when it comes to attacking targets.
LAV=usless cause missiles wont do any damage and blasters take way to long to kill its more likely that your gunner gets killed first.
Dropships= basically doesnt exist anymore on the battlefield.
Tanks= lol a rare species that you see once in a while with a large blaster.
soooo what ur sayin is most tankers had no skill and just skilled into what was OP at the time and were made to look better than they actually are? thought so.
dunno bout u but i still see alot of vehicles, still see dropships and from what the IMP guys said if u have a good gunner and pilot gunners can still get 20+ kills, just gotta aim now....small missiles werent nerfed as bad as large ones
just last night i had a 1v2 against 2 tankers and faced soul presser a couple times yesterday as well trading.
only ppl not bringing out tanks are those dumb tankers that cant cope anymore because they cant just blindly charge forward carelessly and get away with it.
Most of the "tankers" on this game dont know how to tank they either
A. skilled into missiles and just blindly charge spammin it and got away with it making them look good B. played extremely gay not supporting infantry or objective pushes and just sat on hills or redzone spammin missiles
very few used their brain and know how to play zones properly to cover their infantry pushes and defend objectives
PS: i used blasters back when blasters were unfavourable, currently using rails primarily now with an armor tank i might add and i dont have a problem dealing with infantry at mid-long range so only reason tanks would be a rare sight is for the ppl that cant cope that their AoE Weapon isnt an insta win anymore. Your playstyle has to be adjusted if ur gonna use missiles.
also lol @ only way we will see vehicles is buffin missiles back or a new turret....try blasters and try aiming it works well on infantry. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.25 14:33:00 -
[83] - Quote
Missiles are ment a AOE weapon but at the moment a mass driver would do a much better job at doing so. And dont be silly i havent seen a dropship getting more then 3-4 kills in a whole match. Mainly because the turrets are not effective and that if i die just 1 time by a dropship i instantly switch to a forgegun and shot that guy down. It is out off the question that blast radius is overnerfed. Sure it did hit dropships hard but i loved to drive a LAV around. It was a lethal glasscanon and you must had skill to evade AV by driving around like a madman. I used LAV's to strike fast and then escape quickly and it was for me on certain maps the perfect tool to support the infantry by clearing objectives. And dont tell me that a LAV with a good missile turret was oerpowered. All what was needed where 2-3 swarm hits or 3 AV grenades to take me down. CCP ruined my passion with LAV's with the recent nerf. I cant push into objectives anymore with it cause small blasters are crap. When i had a gunner on my saga i had to communicate the whole match with him otherwise both off us woulda have died faster as you could imagine. I had to watchout that my gunner doesnt get flanked while he is taking out enemys and if he is getting shot i had to quickly move. The 100% main complains about missiles beeing overpowred was because you could shot from above in a dropship at people. I woulda had suggested to simply put a damage output penalty off 50%~70% on dropship turrets. But leave the tank and LAv turrets where they are. My complete solution to fix this misery are the following points:
-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)
Implement this changes and dropships aint "gunships" anymore, tanks have their firepower back and LAV's are usefull again. After all tanks are fragile cause they aint have much resistance to begin with. With those changes i might need 2-3 missiles to kill some 1 but not 10 as it is now. The dropship penalty is to argue mainly because off the main reason that 95% off the community just wants them to be a sort off transport. And with such a penalty it would take quite a good amount off time to kill somebody.
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.25 14:48:00 -
[84] - 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 -
[85] - 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 |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.25 15:14:00 -
[86] - Quote
EnglishSnake wrote: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 Just to be clear, I don't think Missile damage should go back to how it was - but a buff in splash damage - at least for Large Turrets - is probably in order. Bring the radius back to where it was, and that should mostly negate the problems with spread, because you won't NEED to be landing your hits directly on-target to deal damage.
A small buff to radius on Small Turrets is probably in order too, but Small Blaster and Railgun Turrets need love too - right now, all the Small Turrets are pretty well balanced against one another, imo. The whole Small Turret collection are equally underpowered, and equally deserving of a (slight) buff.
Other than that, I agree with you though. I'd suggest blast radius as another possible bonus that Missile Skillbooks could provide - it would be in line with Swarm Missiles. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.25 15:27:00 -
[87] - 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 |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.26 08:02:00 -
[88] - Quote
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? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.26 08:38:00 -
[89] - Quote
Regarding damage mods for vehicle.... Maybe raise their PG CPU consumption that is close to Null atm for big vehicles Also, the 20% boost ? WTF.
Just my 2 cent regarding missile. I played yesterday after a short vacation and still managed to do kills with a small turret. And i dont have any skill in missile turret operation. Or any turret as a matter of fact.
Dispersion seemed kinda silly. Even though i didnt try it enough to really get a grip of it.
Overall, this fix changed the dynamic on the BF. HAVs now get close and use Blasters (that are BEASTS at close range. OUCH) , or try and snipe vehicles and heavies with railgun staying back.
To me, the game is way better off without those missiles. It's pretty obvious. HAVs and DS cant just turn upside down a whole game by themselves. Now, i think HAVs and probably DS still need a few improvements.
HAVs : More HP. Or Res. DS : Counter-measures Vehicle damage mods : more expensive, needing more CPU\PG. Turret skills : Boosts are silly. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.11.26 09:35:00 -
[90] - Quote
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
LOL actually with armor the way it is, AR's with moderate damage CAN chip away at my armor, and I was running a good setup? Someone finding the secret hitbox lol?
anyways, I dont see this game becoming successful, its literally (dont mind the pun) Tanked *bumtish* I came in here expecting an amazing game thats what drew me in, now I SEE why it was so easy to become a beta tester LOL XD
I will still play this game though, thats the thing about being poor xD |
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