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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 |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.21 17:44:00 -
[2] - Quote
Sorry Snake, but the first think I do reading you is smiling...
Well, now AV are a little bit too OP compare to vehicules (maybe), but you can admit that "push the button to make a/some kill" was really disgusting...
Now, a vehicule need a good infantry group to stay alive. It can't rush everything alone, It's not the GOD mode anymore...
Now, you really need a good logi (infantry or LAV or another tank .... well TEAMPLAY !!!)
Now, DS are not GS anymore, but swarm seems to be really OP now without any flairs...
Well smile smile smile !!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 17:55:00 -
[3] - 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 |
BMSTUBBYx
Doomheim
83
|
Posted - 2012.11.21 18:02:00 -
[4] - Quote
Yeah because HAV drivers going 56-0 was balanced. |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.11.21 18:02:00 -
[5] - Quote
All the tank ***** brought it on yourselves. No more easy kills, work for it just like the infantry. Tanks are supposed to be support anyway thats why modern day militaries send them in with infantry. M1 abrams, T-90 and the challenger always have infantry support.
As for the swarms and forge guns yes they may be O.P now but not by much, tanks shouldnt take 500 hits to destroy maybe 4 or 5 maybe 6 if proto. But for the sake of balance and fair gameplay tanks should not be jesus riding on a white horse carrying a rocket launcher on his shoulder. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.21 18:08:00 -
[6] - Quote
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 !!!
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:14:00 -
[7] - 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 -
[8] - 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 |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.21 18:20:00 -
[9] - Quote
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 !!! |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.11.21 18:24:00 -
[10] - Quote
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. |
|
BMSTUBBYx
Doomheim
83
|
Posted - 2012.11.21 18:25:00 -
[11] - 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?
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.
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:29:00 -
[12] - 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 -
[13] - 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 -
[14] - 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 |
BMSTUBBYx
Doomheim
83
|
Posted - 2012.11.21 18:37:00 -
[15] - Quote
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. |
Re-FLeX
Internal Error. Negative-Feedback
152
|
Posted - 2012.11.21 18:37:00 -
[16] - Quote
EnglishSnake wrote: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
Really English? you're making yourself look like a fool.... |
Fargen Icehole
SyNergy Gaming
67
|
Posted - 2012.11.21 18:41:00 -
[17] - Quote
Perhaps the simplest (and maybe best) solution, would have been to reduce the ROF of missiles. Perhaps by as much as half. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:42:00 -
[18] - 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
|
Tzaar Bomba
Doomheim
174
|
Posted - 2012.11.21 18:43:00 -
[19] - Quote
They also needed the splash damage reduction, even nukes have power limitations. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:46:00 -
[20] - 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 |
|
BMSTUBBYx
Doomheim
83
|
Posted - 2012.11.21 18:48:00 -
[21] - Quote
Limit ammo, force the Derpa Derpas to have to reload.
|
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.21 18:53:00 -
[22] - Quote
EnglishSnake wrote: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
I told you, I don't usually play easy mode ... Easy doesn't mean fun to me ... We did it some times when we prepared the tourny, as I skilled into DS for nothing (the kitten server disconnect, and no DS at the beginning = FAIL without fighting)
So you're not the 1st one to "lose" SP in this build ... |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.11.21 18:54:00 -
[23] - Quote
EnglishSnake wrote:GLOO GLOO wrote: 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
On my first go as a Saga/missile gunner I went 51/1 (death was before gunning) and I knew at once those missiles were op. Doable, especially by better gunners than me. LAV didn't pop (thanks to good driving, mostly).
After that trained my own Saga and the results were towards that. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.21 18:55:00 -
[24] - 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 |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.11.21 19:02:00 -
[25] - Quote
EnglishSnake wrote: 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
??? What build are you talking about? Did those change TODAY? Not codex, that's for sure because: - Forges and swarms have limited range, wouldn't classify as 'long'. Rather 'medium-long'. - Swarms haven't dumb fired for ages - Swarms couldn't lock thru obstacles, even railings of a metallic crane interrupted process and broke locks.
(true parts which need fixing/balancing: benging swarms, forge AI splash) |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.21 19:04:00 -
[26] - Quote
EnglishSnake wrote: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
Anyway, vehicule play on a 16vs16 is kitten (better than a 12vs12 on BF3, I agree, but it's not enough for me) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.11.21 19:14:00 -
[27] - Quote
Ok, even though I questioned some points I don't intend to be too harsh on Englishsnake, have still respect for you.
Haven't tested any today's changes (if any) YET but I will. Before testing, my point is:
Missiles, especially small, very not on par with other vehicle turrets and needed fixing. It is a shame if CCP over'balanced' them aka supernerfed them.
But still better than no fix, I trust the balance will be found. HMG, for example went thru GOD-SCRAP-PRETTY GOOD - journey. As did forge guns, tank hulls and dropship flight model.
Swarms and breach AR's are still waiting to get slightly up. RE's ended up being very situational.
A tip to EVERYONE posting or reading posts: DON'T GET TOO AFFECTIONATE TOWARDS ANY SINGLE FEATURE IN GAME - EVERYTHING IS SUBJECT TO POSSIBLE CHANGE (beta etc etc...) |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.21 19:29:00 -
[28] - 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 if a promethius can eat 3-4 forge gun shots and still fly away laughing then something is wrong.
the militia shots do about 1200 damage explosive. maybe if they could be changed with a ammo mod i wouldn't see there being much of a problem. damage types need to be introduced along with a cap to make the tank pilots actually have to use some skill rather than "oh look missiles, im going to shoot at them untill i have 1/2 shields then run like a baby" |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.21 21:22:00 -
[29] - Quote
Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. |
Phantom Cheshire
Zumari Force Projection Caldari State
8
|
Posted - 2012.11.21 21:30:00 -
[30] - Quote
BMSTUBBYx wrote:Yeah because HAV drivers going 56-0 was balanced.
Against a team of Randoms it is. |
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 21:47:00 -
[31] - Quote
It's pathetic that despite all this, blueberries (and even my own corpmates) still won't gun for my methana with the prototype blaster. Someone got in the one with the prototype railgun once, but they didn't have a clue how it worked.
So still, trying to drive a gallente LAV is about the same thing as standing out in the open waiting for someone to shoot you, since nobody knows how to use them or even bothers to learn. |
Phantom Cheshire
Zumari Force Projection Caldari State
8
|
Posted - 2012.11.21 21:57:00 -
[32] - Quote
Necrodermis 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 if a promethius can eat 3-4 forge gun shots and still fly away laughing then something is wrong. the militia shots do about 1200 damage explosive. maybe if they could be changed with a ammo mod i wouldn't see there being much of a problem. damage types need to be introduced along with a cap to make the tank pilots actually have to use some skill rather than "oh look missiles, im going to shoot at them untill i have 1/2 shields then run like a baby"
You are eating 3 basic forges then. I bumped into a forge (2-ton twenty-one) that did 3400~ damage a shot. Good luck surviving 4 of those. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 22:02:00 -
[33] - Quote
Phantom Cheshire wrote:Necrodermis 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 if a promethius can eat 3-4 forge gun shots and still fly away laughing then something is wrong. the militia shots do about 1200 damage explosive. maybe if they could be changed with a ammo mod i wouldn't see there being much of a problem. damage types need to be introduced along with a cap to make the tank pilots actually have to use some skill rather than "oh look missiles, im going to shoot at them untill i have 1/2 shields then run like a baby" You are eating 3 basic forges then. I bumped into a forge (2-ton twenty-one) that did 3400~ damage a shot. Good luck surviving 4 of those. Also: a Prometheus is a logi dropship. Logi vehicles are SUPPOSED to be able to take the biggest beating, but they also have a 50% damage reduction, so it's not like the ship itself was a huge threat. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2012.11.21 22:18:00 -
[34] - Quote
my gunlogi use to wipe out all infantry like nothing, now i got to volley the target from close range 3 or 4 times just to make a noticeable difference.
they over nerfd turrets, there missiles, there meant to kill things effectively not pelt the target with pillows >_>
tryed to run a heavy over, only thing i did was push him around. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 22:23:00 -
[35] - Quote
Sev Alcatraz wrote:my gunlogi use to wipe out all infantry like nothing, now i got to volley the target from close range 3 or 4 times just to make a noticeable difference.
they over nerfd turrets, there missiles, there meant to kill things effectively not pelt the target with pillows >_>
tryed to run a heavy over, only thing i did was push him around. Missiles were never meant to be great vs everything like they were. If you want to wipe out infantry, fit your tank with a large blaster. If you want to take down other tanks, fit it with a large railgun. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.21 22:24:00 -
[36] - Quote
Garrett Blacknova wrote:Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. +1 |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.21 22:37:00 -
[37] - Quote
Scheneighnay McBob wrote:Sev Alcatraz wrote:my gunlogi use to wipe out all infantry like nothing, now i got to volley the target from close range 3 or 4 times just to make a noticeable difference.
they over nerfd turrets, there missiles, there meant to kill things effectively not pelt the target with pillows >_>
tryed to run a heavy over, only thing i did was push him around. Missiles were never meant to be great vs everything like they were. If you want to wipe out infantry, fit your tank with a large blaster. If you want to take down other tanks, fit it with a large railgun. Exactly.
If you want to be at all effective against anything, fit something that isn't a Missile Turret.
Do you see why this argument doesn't work?
Missiles HAVE been over-nerfed. If they give back the splash radius on Missiles, and maybe (only MAYBE) bump the splash damage a little - doesn't even need to be much - we'll have something that's actually balanced against other options.
I can literally unload 20 missiles at a Dropsuit standing still right in front of me and not get a single point of damage on target with a Large Missile Turret. If I'm alone in my Missile HAV, and need to take on infantry, I HAVE TO JUMP INTO MY TOP TURRET TO HIT THEM. |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.21 23:52:00 -
[38] - 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
Oh...snake i didn't think you would complain about this. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.21 23:58:00 -
[39] - Quote
the biggest problem in my eyes is the fact the missiles fly out randomly and they have no splash wats the point of using them now. unless u want fireworks. Lol |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.22 00:31:00 -
[40] - Quote
KAGEHOSHI Horned Wolf wrote:Garrett Blacknova wrote:Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. +1
I agree here. I havent played yet but from what people have been saying I agree with this. If the dmg done in the splash was nerfed then I dont think the radius also needs to be nerfed. The range nerf was also a good idea i just think it was taken too far.
Now Snake just want to note that RPG that are designed to take out vehicles (IE tanks or other armored vehicle) actually has a shaped explosive. What this means is that the actual blast radius of an RPG with an anti material warhead is actually very small. All of its power is put into taking out the vehicle (many of them use the blast to actually melt and then force mercury (or similar material) through the armor in an attempt to penetrate into the interior or at least damage electronics. So an arguement could be made that the splash radius should be smaller because they are supposed to be anti material warheads and not anti infantry.
Now that being said I go back to what I originally stated. Range nerf and splash dmg nerfs are good but also including a splash radius nerf was probably too far. My main problem with the missiles before is that it didnt even need a close hit to severly dmg or kill me. Heck i had missiles from the main turret miss me so badly they landed on the wall that was 4-5 ish meters behind me and the splash has so much dmg that is insta killed my ADV type A suit that has more than 450 total HP. This is the problem I had with missiles before. Hopefull after testing this for a bit they will find a happier medium but you are blind if you think missles were balanced before. |
|
Lavirac JR
DUST University Ivy League
129
|
Posted - 2012.11.22 00:45:00 -
[41] - Quote
I like the nerf mostly(As along time MMORPGer, I know it is wrong to say that), but I would bring back the old blast radius for missiles.
The range limit and blast damage reduction, perfect. Missiles should be the mass drivers of vehicles, however. Currently, they are not that useful, especially the small turrets. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.22 00:53:00 -
[42] - Quote
semperfi1999 wrote:KAGEHOSHI Horned Wolf wrote:Garrett Blacknova wrote:Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. +1 I agree here. I havent played yet but from what people have been saying I agree with this. If the dmg done in the splash was nerfed then I dont think the radius also needs to be nerfed. The range nerf was also a good idea i just think it was taken too far. Now Snake just want to note that RPG that are designed to take out vehicles (IE tanks or other armored vehicle) actually has a shaped explosive. What this means is that the actual blast radius of an RPG with an anti material warhead is actually very small. All of its power is put into taking out the vehicle (many of them use the blast to actually melt and then force mercury (or similar material) through the armor in an attempt to penetrate into the interior or at least damage electronics. So an arguement could be made that the splash radius should be smaller because they are supposed to be anti material warheads and not anti infantry. Now that being said I go back to what I originally stated. Range nerf and splash dmg nerfs are good but also including a splash radius nerf was probably too far. My main problem with the missiles before is that it didnt even need a close hit to severly dmg or kill me. Heck i had missiles from the main turret miss me so badly they landed on the wall that was 4-5 ish meters behind me and the splash has so much dmg that is insta killed my ADV type A suit that has more than 450 total HP. This is the problem I had with missiles before. Hopefull after testing this for a bit they will find a happier medium but you are blind if you think missles were balanced before. At the moment, splash will (usually) not kill an enemy Dropsuit. I've seen a SCOUT survive a splash hit from my Small Missile Turret. Lost almost the entire shield, but he was still going. I've seen an obvious Starter Fit Assault get one-shotted as well though, so they potentially CAN hit hard enough to one-shot low-tier infantry with a close enough splash hit.
The big problem, imo, is the Large Turret, which has its shots scatter randomly over a wide area, AND doesn't touch nearly enough of its area of effect with the blast radius of its missiles.
I'm tempted to say a small buff (or even NO buff) to Small Missile radius would be fine. They're pretty much in line with the other Small Turrets now. Large Missiles need basically their original blast radius to be any use now though, because with the other nerfs in place, I actually LIKE them for an area denial weapon, or as crowd control. You're not likely to land kills even with an improved radius, but you'll hurt the targets, and force them into cover. |
Genova cell SIN
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.11.22 01:04:00 -
[43] - Quote
In my latest experience with rockets i went 4 and 2 and we were in the air for most of the match until our ship was forged to the ground. The missiles have been way over nerfed not only has the blast radius been shrunk if you are caught in it you would see your pet gerbil could survive it making this a direct hit weapon and a close range one at that because the missile disappears into thin air after 200 meters. This is such an unfair nerf to players who spect into drop ships and missile turrets millions of sp were talking here. so how do we fix this nerf into more of a compromise. Increase the range by at least 100 meters because 200 is a pathetic insult my paintball gun shoots further, but keep the same tiny blast radius this gives enemy units a chance to get to cover as well as av guys to get a few more shots off before getting to cover but if you are just standing there or running out in the open and i put a rocket less than 2 meters away IT SHOULD do a lethal amount of damage especially to militia fittings. I feel this is a good compromise STAND THERE and you take rockets RUN and you will probably live so PLEASE CCP give us back our blast damage and keep the tiny radius taking away both is rendering the turret useless. They sit there and laugh at you through a storm of missiles. This sound like call of duty mischief.
I realize getting 64/0 matches is absurd but those were the ones where nobody was trying to shoot us down, it only takes 1 or 2 prototype forge blasts or swarm rockets. Teamwork and the right stuff takes care of any vehicle. CCP you give them the right stuff they just complain because they cant use teamwork. GIVE US THE MISSILE BLAST DAMAGE BACK!!!
|
Vassteel Rydex
Double-Down Industry Transmission Lost
12
|
Posted - 2012.11.22 01:13:00 -
[44] - Quote
op says he uses tank in CQC "direct damage and in CQC because it fires 4 missiles"
who uses tanks in CQC ? |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.22 01:15:00 -
[45] - Quote
EnglishSnake wrote: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
tbh most games balance RPG aka noobtube spam against infantry by having very low splash damage so that AoE weapon comment by describing it to an RPG isnt the best one to use in terms of FPS tbqh
MAG RPGS had almost no splash same with the pro pipes u needed a direct hit to OHK someone which took skill
im not a big fan of splash damage and tbqh the community and CCP needs to come to an agreement on wtf the role for missiles are
ppl sayin its an AoE weapon but at the same time want all 4 missiles to be firing dead straight.....cant have it both ways
so make up ur minds, its either an AoE weapon in which case the dispersion probably gives it a wider attack radius albeit lower splash per missile or a precision weapon that fires straight but no splash at all imo but u cant have it both ways imo because then missiles **** all over the other turrets again |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.22 01:18:00 -
[46] - Quote
Vassteel Rydex wrote: who uses tanks in CQC ?
75% of the lolmissile tankers did they played careless, no thought process, charged right in and blew evryone up because they know they can kill a grp of ppl alot quicker than they can get him down
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.22 01:26:00 -
[47] - Quote
Mavado V Noriega wrote:Vassteel Rydex wrote: who uses tanks in CQC ?
75% of the lolmissile tankers did they played careless, no thought process, charged right in and blew evryone up because they know they can kill a grp of ppl alot quicker than they can get him down And now, even at CQC range with ideal positioning and a stationary target, you can't hit a dropsuit on purpose with a Large Missile Turret.
From OP to broken.
I miss having to take cover to avoid mid-range fire from a Missile Tank, instead of just standing out in the open with my Swarm launcher, confident in the knowledge that even a lucky near-miss will probably not hurt, and won't break my shield if it does. |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
|
Posted - 2012.11.22 01:51:00 -
[48] - 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 !!!
sorry I couldn't help but get into this I don't see how it's fair now I agree that we shouldn't be able to kill you so easy but then again if you look at some of the weapons it kinda fit AR's can kill you in about 3 secs the missles used to kill you in about 3 secs heavy mechine guns can as well of many other guns also I hate to say it but right now there is no point in using any of the lav is useless tanks are still ok dropships op but mainly cause they like the lav and can move fairly fast the issue wasn't the missles more than the damage mods I think it is pretty sad how they nerf the missles and didn't touch the 20% missle dmg mod I mean really all they had to do was lower the splash dmg like they did lower the dmg mod from 20% to 10% hell I say lower the direct dmg a little and have the splash radis about 3.5-4.0 and fragmented could have around 4.0-4.5 that would have fixed the missles pretty well but doing this kinda makes it pointless to even play the game alot of people used dropships tanks and lavs because the guns are all ****** up and unbalanced right now and don't say they ain't if they can figured out how to acturally balance something out people wouldn't use them so much I know I wouldn't I just see no point in playing when a AR (normally a GEK) is hitting me from 120m away which is kinda depressing and to all of you it ain't CCP the Eve side of CCP is great the DUST SIDE of CCP are I swear are just plain outright STUPID but thats just what I see ok my ****** up 2 cents is here and don't bother raging me I'm just throwing this out here and the chance I see this again is 1% |
Overlord Zero
Doomheim
75
|
Posted - 2012.11.22 04:16:00 -
[49] - Quote
Now that you mention it Snake, I'd like a vent on tanks where if someone can jump on top, they can shoot into it to do some damage. And where all types of weapons do more damage. Sort of a weak spot where any weapon can somewhat damage the vehicle. A small spot on the lighter vehicles, medium sized ones on heavys, and thrusters on flying vehicles. Do that, I'll give you a cut to the new dispersion by 50%.
Edit: Just noticed that people aren't much turned on by the idea of using other turrets. Is this a silent confession that now missile turrets, while still severely weakened, are finally equal to the other small turrets? CCP, Mission complete. Return to base! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 12:55:00 -
[50] - 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 |
|
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 13:15:00 -
[51] - Quote
Look at this :
Large turret : Railgun Small turret on top : blaster Small turret on the front : Missiles...
A LAV logi bro with : shield and/or armor remote repairer...
There you go to face almost everything... Maybe other solutions, just THINK !!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 13:36:00 -
[52] - 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 |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 13:44:00 -
[53] - Quote
What I mean is that nobody could buy a tank with few skill points, lonewolfing, fit with a full missile turret, and go rox everything with random as gunners...
With Traky, it took us 1 week to skill and fit a good DS, making 70+/0 per game (Traky as gunner) --> piloting was unskill, as gun role...
I know, we are not talking about DS, we are talking about missiles turret, large or small. They were OP, unskill and totaly cheat !!!
They are not anymore, find a way to play the game you want now !!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 13:49:00 -
[54] - 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 |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 13:57:00 -
[55] - Quote
What a paradox ... Tanks are suppose to be on the front line, opening the way to infantry ...
Missiles nerf was a need. Now, tanks need a HP buff, that's for sure...
And missiles are not useless ... as I said, maybe that a small on the front of the tank could help in a Tank vs Tank combat, or against installation, or LAV coming from the front. All thoose objectivs need a direct hit, so it's just perfect.
Saying "missiles need a big splash damage because it's what happen in reality" is QQing... Infantry, from CCP words, are suppose to be immortal as a tank. So they suppose to face at least one or 2 missile shot.
|
Snagman 313
Carbon 7
41
|
Posted - 2012.11.22 13:59:00 -
[56] - Quote
Hmm sounds like a bit of an OverNerf. I didn't make it on last night but I'll be on today and I'll see how I fare against you Tank boys but I've gone up against Englishsnake a few times and he knows how to pilot a tank so I value his views on this hot fix. Admittedly anything which gives me an edge is appreciated but after the nerfing of the heavy suit and HMG in past builds I do feel you pain I always felt that the missile turret was a bit OP BUT as has been suggested just giving it an ammo count and forcing resupply would sort this and stop some players hiding in the redzone blasting away. Missiles are meant to be area denial weapons like the MLRS in RL so they should have a decent splash the main fix I think should be something with the redone to force people into the fight.
To EnglishSnake I hope to see you tonight I always enjoy our little duels maybe I will finally be able to take out your HAV tonight, I remember the last time I nearly took you out and you reversed over me I fell off my chair I was laughing so hard!!!
Snag out. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 14:02:00 -
[57] - 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 |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2012.11.22 14:15:00 -
[58] - Quote
Tailss Prower wrote: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 !!! sorry I couldn't help but get into this I don't see how it's fair now I agree that we shouldn't be able to kill you so easy but then again if you look at some of the weapons it kinda fit AR's can kill you in about 3 secs the missles used to kill you in about 3 secs heavy mechine guns can as well of many other guns also I hate to say it but right now there is no point in using any of the lav is useless tanks are still ok dropships op but mainly cause they like the lav and can move fairly fast the issue wasn't the missles more than the damage mods I think it is pretty sad how they nerf the missles and didn't touch the 20% missle dmg mod I mean really all they had to do was lower the splash dmg like they did lower the dmg mod from 20% to 10% hell I say lower the direct dmg a little and have the splash radis about 3.5-4.0 and fragmented could have around 4.0-4.5 that would have fixed the missles pretty well but doing this kinda makes it pointless to even play the game alot of people used dropships tanks and lavs because the guns are all ****** up and unbalanced right now and don't say they ain't if they can figured out how to acturally balance something out people wouldn't use them so much I know I wouldn't I just see no point in playing when a AR (normally a GEK) is hitting me from 120m away which is kinda depressing and to all of you it ain't CCP the Eve side of CCP is great the DUST SIDE of CCP are I swear are just plain outright STUPID but thats just what I see ok my ****** up 2 cents is here and don't bother raging me I'm just throwing this out here and the chance I see this again is 1%
Couldn't read...throw a period or comma in there sometimes. A hyphen..parenthesis..something |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 15:38:00 -
[59] - Quote
Well, before it was too OP, now it has been maybe too nerf, but it's like that since the beginning of the beta... It will be rebalance in the future.
So, just living another period, kevin lost his toy and his crying, he'll stop in few days and he'll find another way to make kill without skill ...
I don't mind, everybody play the way he likes, but missiles turrets was like kikicorki with his swarm on June, and thosse type of gameplay have nothing to do in a FPS, that's all !!! |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.22 15:51:00 -
[60] - Quote
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. |
|
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
|
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!
|
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.
|
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 |
|
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.26 10:07:00 -
[91] - Quote
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 ?
|
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.26 12:44:00 -
[92] - Quote
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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 12:48:00 -
[93] - 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
|
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.26 12:55:00 -
[94] - Quote
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.
My opinion is they just put back in place the principal aim of a FPS game : 1 vehicule must not have superiority on infantry scuad, in ANY situation (read carfully this sentence...) and I know that you, vehicules fanboy, don't like it.
All other constructives things I had to say has already been said, just need to be read. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.26 12:56:00 -
[95] - Quote
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. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.11.26 13:17:00 -
[96] - Quote
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.
The way it is now you have to WORK FOR YOUR KILLS with any weapon and not just OHK everything with a single shot since even snipers have to work for kills. Now its the same for tank users where its no longer OHK everything.
Suck it up and get used to the idea that it takes several shots to kill something. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.11.26 13:21:00 -
[97] - 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.
AGREED. The way it is now its perfect where its a blaster fit if going anti infantry or a railgun if tank hunting or a missile if doing a mix of both with the downside that missilles are not that good at either tank hunting or infantry hunting. Specialization for the win in either railguns or blasters. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 13:24:00 -
[98] - 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 |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.11.26 13:32:00 -
[99] - Quote
This thread is right on target so far, keep the damage reduction, and keep the range reduction (Though I would prefer ballistic drop off method vs disappearing, but that's more graphical then anything else), but allow the missile launchers to shoot straight in a tight group (Not like lasers, but at least like a focused long range shot gun), and give them back their splash radius.
Let me remind you Missiles were always supposed to be AOE weapons, designed to take out groups of enemies with multiple salvos, until this goal is attained they are not working functionally. The Blaster should tear through any infantry in direct fire quickly, that's its purpose, period, but shouldn't be good vs vehicles or installations. And the king of anti-vehicle weapons needs to be the Railgun, which doesn't need splash at all, it shouldn't be useful versus infantry, but should tear anything it can get a direct shot on a new one QUICKLY. Finally with the eventual implementation of Artillery, that will be your LONG RANGE AOE, Lasers will be your anti-shield equivalent of the Rail-gun, and auto-canons will be sort of a line of site AOE gun, like a machine-gun shot-gun, but with really low damage and lots of rounds before overheating, so it basically makes health drop on a lot of enemies all at once and forces them into cover or to die quickly.
This is my take, but this seems to be the way guns function realistically, so the way I see it, if this isn't how they behave in game, then the balance isn't right... Right now THE BALANCE SURE AS HELL ISN'T RIGHT, because almost none of the guns, save maybe the blaster, behave the way it should. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.26 13:35:00 -
[100] - Quote
EnglishSnake wrote: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
Do you have other things to say ? Cause you wrote this a thousand times...
We understood, you lost your 1 push = 1 hit = 1 or x kills --> FINALLY !!!
Good to know that your trying somthing else !!
|
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 13:52:00 -
[101] - 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? |
Snagman 313
Carbon 7
41
|
Posted - 2012.11.26 13:53:00 -
[102] - Quote
Well I managed to get on briefly over the weekend (Broadband in the Highlands is a thing of whimsey) to see how this hot fix worked from a AV players view and also from a gunners POV (Thankyou to The Dark Cloud for letting me tag along). Firstly from an AV view missile tanks cannot spam you the same way they used to be it long or short range but you still have dance I tried a full armour and shield load out with a breach FG died very quickly 5 times, twice at long range and three times up close, you still cannot sit there and take a pounding which is fine IMHO. So I reverted back to my normal AV FG fit with a assault forge gun and a high shield spec Heavy mk 2 suit which is much more mobile, with the splash cut back you can last a lot longer up close if you're trying to solo a HAV but at long range I still died more times than economically reasonable. I also tested my swarm launcher fit out in a late match against Ichi15 who was sporting a missile tank lets just say that didn't go well BUT I did do rather a lot of damage by myself and if there was a co-ordinated effort rather than a blueberry jam he wouldn't have lasted long sitting in the open. So from what I saw while tagging along with The Dark Cloud as a Missle turret gunner and using the Missle turret on my Saga all I can say is WTF I would aim from a stationary position and the rocket would leave the turret at 45 degrees from where I was aiming and I didn't get many kills unless I hit someone in the face with it. So for you guys a major step back but I did feel from an AV view Missle tanks weren't worth the trouble they just minced me no matter what I did even if I did have backup so a bit of a rebalance in favour of AV. I say a bit because I have found out that blasters hurt.. a lot... against a slow moving heavy and I see them a lot more now. Maybe the Missle tank will be used as an artillery piece now sitting back with high end damage mods bombarding positions rather than the heavy armoured/shielded assault tank, I would certainly rather see missile tanks as artillery, but time will tell. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.26 14:16:00 -
[103] - Quote
EnglishSnake wrote: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?
Please, read my old posts and come back here talk to me...
Some people here "respect" you for your gameplay, sorry but I don't. More since you said this.
You keep saying the same thing since your first post in this thread without reading what's other people say. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2012.11.26 14:28:00 -
[104] - Quote
Missiles NEEDED a nerf of some sort. I dont know if this the right way to go about it, but it is an improvement. Another solution migt be to keep the original dmg stats, but severely cut the ROF. This would keep missiles as more of an AV weapon, with some infantry use as well (because of old splash dmg) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.26 14:52:00 -
[105] - Quote
EnglishSnake wrote: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?
Seriously you should consider asking for an AUR brain item..... Why do i see HAV using blasters at close range being able to withstand fire if HAVs are that weak ? Maybe you dont know how fitting works....
OR MAYBE you just go lonewolfing with your HAV like a madmen. Wich isnt the point of the game.
I love how you give lessons but dont provide solutions.
It's all "Whine Whine my toy broken whine whine, damn infantry casual noob me so hardcore whine whine" and it's SERIOUSLY boring.
Also, you mention people not wanting to skill AV but that wasnt the problem..... the problem was you dealing nearly 1000 damage over a 5-6 meter area from 2 km distance. And what did you do with that ? you were just going back and forth behind the redline spamming from your safe place. So usefull.
You try and pretend people couldnt teamplay to take out OP missile HAV and DS but then you cry when it's time for you to actually Teamplay with your HAV in order for it to survive ? How ironic.
GLOO GLOO wrote: ou keep saying the same thing since your first post in this thread without reading what's other people say.
Quote for TRUTH. It's freakin obvious. You even criticize people that say HAV could use some more RES modules or HP. But now, all you do is repear, repeat, repeat. Whine WHine Whine. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.26 16:22:00 -
[106] - 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 |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.26 17:44:00 -
[107] - Quote
GLOO GLOO wrote:EnglishSnake wrote: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? Please, read my old posts and come back here talk to me... Some people here "respect" you for your gameplay, sorry but I don't. More since you said this. You keep saying the same thing since your first post in this thread without reading what's other people say. You have no right to say anything on this forum. Simply cause you are crap as infantry and you called me a exploiter when i simply used my LAV as cover and shot you with a laser rifle. Seriously go and find a new game cause this 1 here is appearently not for you. So lets take a look: -you are crap in a vehicle (wannabe dropship pilot) -crap as infantry who barely goes positive -no clue about game mechanics
now tell me why does YOUR opinion should be considered as usefull and not just spam? Im decent as infantry and vehicle user and know how it is on both sides. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.26 17:51:00 -
[108] - Quote
The dark cloud wrote:GLOO GLOO wrote:EnglishSnake wrote: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? Please, read my old posts and come back here talk to me... Some people here "respect" you for your gameplay, sorry but I don't. More since you said this. You keep saying the same thing since your first post in this thread without reading what's other people say. You have no right to say anything on this forum. Simply cause you are crap as infantry and you called me a exploiter when i simply used my LAV as cover and shot you with a laser rifle. Seriously go and find a new game cause this 1 here is appearently not for you. So lets take a look: -you are crap in a vehicle (wannabe dropship pilot) -crap as infantry who barely goes positive -no clue about game mechanics now tell me why does YOUR opinion should be considered as usefull and not just spam? Im decent as infantry and vehicle user and know how it is on both sides.
I don't give a fu*ck to KDR but if you ask it, I'm up to 2.5 as infantry ... As a DS pilot, it took us 1 week to make 70+/0 per game. No, it's not OP, and you need much piloting skills to do it ... nooby.
You use ELM-7, a laser rifle that doesn't overheat, an issue suppose to be fix, and "no no, I don't use exploit" --> let me laugh, nooby
As I told you, you have a good teamplay in your team, you seem to be a smart boy (cause you always find a way to make safe kills), but you play like a rat !! nooby !!!
EDIT : Oh, btw, I don't play DUST everyday anymore, just went to check the "new maps" (), and I was playing milicia ... |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.26 20:44:00 -
[109] - Quote
Snake I agree that tanks for the investment needs to be a formidable weapon but it should also not be a (I bought all my kills with ISK because this tank will roll everything no matter what they do mode). This is where the balance is so tricky and while tanks may now have alot of drawbacks because of problems with some AV this is a step in the right direction. But things will definitely feel unbalanced while the swarms still have their issues as well.
As I stated the random spread is dumb but the remaining things were decent changes. I think missiles would still be a decent choice if the random spread had not been implemented. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.11.26 20:48:00 -
[110] - Quote
Dont worry word on the street is blaster dropships pwn hard. |
|
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.11.26 21:43:00 -
[111] - Quote
Man, I got 3 kills from someone's militia blaster fit naked viper. Headshots ftw :D
Big fan of simple hotfixes like this. Working it backwards, passive bonus will probably be reworked, with base damage increased a bit. We could also see AI & AV variants. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.27 00:58:00 -
[112] - Quote
mikegunnz wrote:Missiles NEEDED a nerf of some sort. I dont know if this the right way to go about it, but it is an improvement. Another solution migt be to keep the original dmg stats, but severely cut the ROF. This would keep missiles as more of an AV weapon, with some infantry use as well (because of old splash dmg) Missile needed a nerf.
But cutting away EVERYTHING that made them even USEFUL is too much.
They weren't OP because of each individual advantage they have. They were OP because of the combination of factors. Removing or reducing SOME of the factors making them OP is a fix. Removing ALL the things that made them OP has turned them into dead weight.
I've LITERALLY fired 20 missiles from my Large Missile Turret (5 shots with 4 missiles each) at and around a Scout who just STOOD THERE DOING NOTHING and when a friendly sniper finally shot him, I didn't even get an Assist. There have been times where I've lined up accurately on a fast-moving LAV's destination, and it hasn't changed course, and my missiles exploded all around it without a single hit, even from splash damage.
If they return blast radius to where it used to be - and maybe tighten up the spread a little bit - then you'll actually be able to hit targets without needing someone to strap the enemy onto your turret before you fire. I'd be happy with that, honestly.
Large Missile Turrets will then be useful (something they currently AREN'T), but not uber-destructive. They'd be a good weapon for support and area denial - unless you get a lucky direct hit, you won't be landing OHKs on enemies, but you'll deal significant enough damage that people will have to move when you're firing at them, instead of just standing out in the open and lining up a Forge or Swarm shot while you have no hope of ever killing them.
You know there's a problem when you're driving a tank and HAVE TO SWITCH TO THE SMALL TURRET TO FIGHT. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 03:31:00 -
[113] - Quote
GLOO GLOO wrote:I don't give a fu*ck to KDR but if you ask it, I'm up to 2.5 as infantry ... As a DS pilot, it took us 1 week to make 70+/0 per game. No, it's not OP, and you need much piloting skills to do it ... nooby. You use ELM-7, a laser rifle that doesn't overheat, an issue suppose to be fix, and "no no, I don't use exploit" --> let me laugh, nooby As I told you, you have a good teamplay in your team, you seem to be a smart boy (cause you always find a way to make safe kills), but you play like a rat !! nooby !!! EDIT : Oh, btw, I don't play DUST everyday anymore, just went to check the "new maps" ( ), and I was playing milicia ... The ELM-7 overpowered? lool you muppet it uses more CPU and PG, requires a higher lvl then the standard laser and costs more ISK aswell while it delivers the same damage. Its not an exploit its just you beeing a muppet to think that your assault rifle will save you in all situations. And a fix for laser rifles? That was a good joke. The proto laser on the other hand does more damage and can overheat. You are just mad that your gameplay on medium-long range is just crap. Oh and you have only a 2.5 KD? I got a KD over 5 and it goes up by playing infantry cause as LAV driver/Dropship pilot i wouldnt get any kills at all. Oh and i dont play like a rat i just play smart which you on the other hand are appearently not capable in doing so. Just give it up and be a good french and do that what you are good at. Surrender to the superior power. Just like you did in the tourny. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.27 04:48:00 -
[114] - Quote
on the topic of lasers it is kinda dumb the ELM doesnt overheat but if they fix that then base damage needs an increase only real fix for LRs atm imo is the sharpshooter skills |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.27 09:45:00 -
[115] - Quote
The dark cloud wrote:GLOO GLOO wrote:I don't give a fu*ck to KDR but if you ask it, I'm up to 2.5 as infantry ... As a DS pilot, it took us 1 week to make 70+/0 per game. No, it's not OP, and you need much piloting skills to do it ... nooby. You use ELM-7, a laser rifle that doesn't overheat, an issue suppose to be fix, and "no no, I don't use exploit" --> let me laugh, nooby As I told you, you have a good teamplay in your team, you seem to be a smart boy (cause you always find a way to make safe kills), but you play like a rat !! nooby !!! EDIT : Oh, btw, I don't play DUST everyday anymore, just went to check the "new maps" ( ), and I was playing milicia ... The ELM-7 overpowered? lool you muppet it uses more CPU and PG, requires a higher lvl then the standard laser and costs more ISK aswell while it delivers the same damage. Its not an exploit its just you beeing a muppet to think that your assault rifle will save you in all situations. And a fix for laser rifles? That was a good joke. The proto laser on the other hand does more damage and can overheat. You are just mad that your gameplay on medium-long range is just crap. Oh and you have only a 2.5 KD? I got a KD over 5 and it goes up by playing infantry cause as LAV driver/Dropship pilot i wouldnt get any kills at all. Oh and i dont play like a rat i just play smart which you on the other hand are appearently not capable in doing so. Just give it up and be a good french and do that what you are good at. Surrender to the superior power. Just like you did in the tourny.
Well, you're a 12 years old noob. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.27 11:00:00 -
[116] - Quote
The dark cloud wrote:GLOO GLOO wrote:I don't give a fu*ck to KDR but if you ask it, I'm up to 2.5 as infantry ... As a DS pilot, it took us 1 week to make 70+/0 per game. No, it's not OP, and you need much piloting skills to do it ... nooby. You use ELM-7, a laser rifle that doesn't overheat, an issue suppose to be fix, and "no no, I don't use exploit" --> let me laugh, nooby As I told you, you have a good teamplay in your team, you seem to be a smart boy (cause you always find a way to make safe kills), but you play like a rat !! nooby !!! EDIT : Oh, btw, I don't play DUST everyday anymore, just went to check the "new maps" ( ), and I was playing milicia ... The ELM-7 overpowered? lool you muppet it uses more CPU and PG, requires a higher lvl then the standard laser and costs more ISK aswell while it delivers the same damage. Its not an exploit its just you beeing a muppet to think that your assault rifle will save you in all situations. And a fix for laser rifles? That was a good joke. The proto laser on the other hand does more damage and can overheat. You are just mad that your gameplay on medium-long range is just crap. Oh and you have only a 2.5 KD? I got a KD over 5 and it goes up by playing infantry cause as LAV driver/Dropship pilot i wouldnt get any kills at all. Oh and i dont play like a rat i just play smart which you on the other hand are appearently not capable in doing so. Just give it up and be a good french and do that what you are good at. Surrender to the superior power. Just like you did in the tourny.
I seriously doubt the choice of you being PR. Not really my business but i'm entitled to my opinion. Dont know who appointed you but not a good choice imo. You're way too agressive. In this thread, you're the one coming down hard and you're not trying to calm things down.
All you do is mediocre critics about player skills. I dont see anything usefull. Denying using ELM7 isnt some sort of exploit is just funny. Using the bigger ISK price ? When you all used billions from EVE to stock piles of stuff is even funnier. Higher level requirement ? Wow 80k sp. hard... Let's be serious for one second.
Now back to missiles, ONCE MORE, i'll say it : YES THEY ARE NOW USELESS and the fix came down a bit too hard on them. but did they need a fix ? Obviously yes. When there's only one out of three turrets that's used and people manage to get crazy amount of kills with it there's something wrong. Then, it's every individual's choice to use the OP thing or not. Personnaly, not my style. Post fix, the situation is better. Not perfect but way better.
oh and by the way, you would be very welcome to stop doing basic french troll when you obviously know nothing about france's history. And the LOLtourney ? If this is enough for you to gloat for so long, then you're just a very sad individual.
In conclusion, i tend to get along fine with most SI dudes when discussing on various subjects regarding Dust 514 and the PR is the only one that seems to show no respect whatsoever. Casting error ? probably. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 11:01:00 -
[117] - Quote
a n00b who is obviously better then half off your corp put together. Edit: oh it was our CEO who chosed me as head off PR. Simply sayd i dont show you any kind off respect cause you forfeit in the tourny and you claim yourself to be something better then a random n00b corp. Im just waiting for green light from our CEO to go a step further. Another thing is i only respect skilled corps/players which you guys dont belong to. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.27 11:03:00 -
[118] - Quote
The dark cloud wrote:a n00b who is obviously better then half off your corp put together.
child |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.27 11:10:00 -
[119] - Quote
Laurent Cazaderon wrote:Post fix, the situation is better. Not perfect but way better. I'd argue that.
The situation is equally bad, but in the opposite direction. |
Mitchman 514
Seituoda Taskforce Command Caldari State
26
|
Posted - 2012.11.27 11:14:00 -
[120] - Quote
Laurent Cazaderon wrote:The dark cloud wrote:a n00b who is obviously better then half off your corp put together. child
Kids. Chill.
|
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.27 11:16:00 -
[121] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:Post fix, the situation is better. Not perfect but way better. I'd argue that. The situation is equally bad, but in the opposite direction.
Yeah ? I like to think that seeing blasters and railgun instead of just missile is better. You have Anti-Infantry HAV and Anti-vehicle HAV wich seems more logical.
Now, Blasters HAVs are too fragile due to the stupidity of EZmod SL, the range boost from last fix to FG and the painfull reduction in Resistance modules for vehicles.
I dont think we're that far from getting a nice balance between vehicles and infantry. Anyway I guess we're all just talking for nothing until next build lands. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.11.27 11:23:00 -
[122] - Quote
I put The dark Clould as head of PR.
I totaly dont have a sense of humor so he's the perfect choice also there is no point trying to control the internets and the interactions on them...so you just have to not care.
Back on track
Missiles needed sorting out everyones 100% behind that but as usual ccp wade in like thugs and smash it to bits.
Why CCP cant just tweek things abit at a time untill they find somthing close to balance I dont know.
Personaly I have given up with feedback I will just play the game and in doing so help add to the data out there. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.27 11:37:00 -
[123] - Quote
Laurent Cazaderon wrote:Garrett Blacknova wrote:Laurent Cazaderon wrote:Post fix, the situation is better. Not perfect but way better. I'd argue that. The situation is equally bad, but in the opposite direction. Yeah ? I like to think that seeing blasters and railgun instead of just missile is better. You have Anti-Infantry HAV and Anti-vehicle HAV wich seems more logical. Now, Blasters HAVs are too fragile due to the stupidity of EZmod SL, the range boost from last fix to FG and the painfull reduction in Resistance modules for vehicles. I dont think we're that far from getting a nice balance between vehicles and infantry. Anyway I guess we're all just talking for nothing until next build lands. In the specific scenario of Large Missile Turret vs. anything, the situation hasn't become any better than it was before the 'fix" happened though. It's just that now, instead of Missile Turrets being the "I win" button, they've become an "I can't win" button instead.
While yes, that's encouraged more diversity in fittings because the other previously-outmatched weapons are viable, it hasn't actually improved the Missiles vs. enemies scenario - only made it equally bad in the opposite direction.
Calling it "better" is a matter of how you look at things, which is why I said it's arguable. |
Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
48
|
Posted - 2012.11.27 12:12:00 -
[124] - Quote
Should split them
Rocket turrets which is what we have
Missile turrets which is what we need
so basically take all the turrets you have now and rename them to rockets. then they fit perfectly with the stats you have now. dumb fire, no guidance, and dispersion when firing more than one at a time.
now make Missile turrets Must lock before firing. Can lock anything. Lock time varies by Signature radius of target. example Scout smallest sig radius may take 20 seconds to lock (base no skills/modules factored into either side) heavy largest infantry sig radius make take 15 seconds Lav 10 seconds Drop ship 7 sec HAV 4 seconds
Black op variants get +2 seconds
just throwing #'s out there for examples these can be tweaked Missiles would have less damage than the rockets (since more space is used for guidance systems and more fuel) also would have greater range than rockets.
that way rocket splash could be tweaked up a little then adding in missiles it would be more like the hybrid turret skill anti infantry=rockets/blasters anti vech= Missiles/Railguns
k that's my random synapses spark of the day |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.27 12:19:00 -
[125] - Quote
Daalzebul Del'Armgo wrote:Scout smallest sig radius may take 20 seconds to lock (base no skills/modules factored into either side) heavy largest infantry sig radius make take 15 seconds Lav 10 seconds Drop ship 7 sec HAV 4 seconds Honestly, WAY too slow.
No more than 5 seconds for a Scout lock, imo.
Targeting other HAVs should be near-instant.
But there should be a delay between shots to balance that.
Also, Large Missile Turret (rename it to Rockets) still falls WELL short of being a viable weapon in its current state. Renaming it "Rocket" won't make it less broken. It needs a buff as well. Yes, it should be a Rocket Turret instead of a Missile Turret. But it should also have a larger blast radius so it has some vague hint of a chance at dealing damage when aimed properly. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.27 12:19:00 -
[126] - Quote
Sha Kharn Clone wrote:Missiles needed sorting out everyones 100% behind that but as usual ccp wade in like thugs and smash it to bits.
Why CCP cant just tweek things abit at a time untill they find somthing close to balance I dont know.
Personaly I have given up with feedback I will just play the game and in doing so help add to the data out there.
This !
CCP has always done this since the beginning. Same with remote (hey Sha ) --> instant explosion to 5 sec , now it's better. Without talking about missiles, before tank were too OP, too much HP (or AV useless), after a fix, now there are too weak. Well, we could apply this to a lots of things in this beta. It's the way it works, and we all knew it.
But as you, I have given up with feedback, and now definitely with the all game and his developement (3 maps joke, just mad here , just wanna smash a dev face on his desk), but almost since tourny's end. And CCP definitly want this game being a vehicules war before a FPS (even with missile turret nerf), cause of all thoose fanboys, it will turn too much in the EVE universe, a ship universe.
I'll take a look again when we'll really have the new maps, or next build. I don't have fun anymore on this game. The 2 games i did yeserday was hard but funnier than before. But we have the right to face Kevin Cloud on the forum after thoose... Sad... |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.27 13:31:00 -
[127] - 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 |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 14:19:00 -
[128] - Quote
Meh just let 1-2 months go past and the tankers will have all advanced/proto blasters on top off their tanks. Then we will have again tons off complains on the forum why the large blasters can allmost insta kill any infantry on the game. Another thing that is unknown so far to most off people is that the hybrid damage mods have a effect on the rate off fire and the damage. Combine that with a stabilised blaster and you end up with carnage. For an example i run double damage mods with a blaster and the base ROF is 428 RPM with the damage mods i get a RPM off 517. Base damage is 105HP with damage mods and skillbooks i get around ~144HP damage per shot. The range on the stabilised is improved aswell as the zoom off the turret. On optimal range i need only 2-3 shots to kill somebody. heavys take a bit more to grind trough but they die very quickly aswell. If i would go up to proto blasters then i could get a damage off like ~208HP per shot. And damage mods are broken we dont have stacking penalty, we have stacking bonus. Yes you read that right. My source basically is when you put damage mods on a dropsuit you can see the multiplyer next to the dropsuit stats (like light weapon damage mod etc). I for an example have a advanced assault dropsuit with a swarm launcher and 3X10% damage mods. Normally without penalty/bonus i would get 1.30. But the stats next to the dropsuit are saying 1.33. So i get 1% bonus on each damage mod i put on? CCP=nuts |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.11.27 14:23:00 -
[129] - Quote
The dark cloud wrote:Meh just let 1-2 months go past and the tankers will have all advanced/proto blasters on top off their tanks. Then we will have again tons off complains on the forum why the large blasters can allmost insta kill any infantry on the game. Another thing that is unknown so far to most off people is that the hybrid damage mods have a effect on the rate off fire and the damage. Combine that with a stabilised blaster and you end up with carnage. For an example i run double damage mods with a blaster and the base ROF is 428 RPM with the damage mods i get a RPM off 517. Base damage is 105HP with damage mods and skillbooks i get around ~144HP damage per shot. The range on the stabilised is improved aswell as the zoom off the turret. On optimal range i need only 2-3 shots to kill somebody. heavys take a bit more to grind trough but they die very quickly aswell. If i would go up to proto blasters then i could get a damage off like ~208HP per shot. And damage mods are broken we dont have stacking penalty, we have stacking bonus. Yes you read that right. My source basically is when you put damage mods on a dropsuit you can see the multiplyer next to the dropsuit stats (like light weapon damage mod etc). I for an example have a advanced assault dropsuit with a swarm launcher and 3X10% damage mods. Normally without penalty/bonus i would get 1.30. But the stats next to the dropsuit are saying 1.33. So i get 1% bonus on each damage mod i put on? CCP=nuts
Already tried out the proto blasters with 3 damage mods but could only 2 shot most infantry :l |
Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2012.11.27 14:25:00 -
[130] - Quote
The dark cloud wrote:Meh just let 1-2 months go past and the tankers will have all advanced/proto blasters on top off their tanks. Then we will have again tons off complains on the forum why the large blasters can allmost insta kill any infantry on the game. Another thing that is unknown so far to most off people is that the hybrid damage mods have a effect on the rate off fire and the damage. Combine that with a stabilised blaster and you end up with carnage. For an example i run double damage mods with a blaster and the base ROF is 428 RPM with the damage mods i get a RPM off 517. Base damage is 105HP with damage mods and skillbooks i get around ~144HP damage per shot. The range on the stabilised is improved aswell as the zoom off the turret. On optimal range i need only 2-3 shots to kill somebody. heavys take a bit more to grind trough but they die very quickly aswell. If i would go up to proto blasters then i could get a damage off like ~208HP per shot. And damage mods are broken we dont have stacking penalty, we have stacking bonus. Yes you read that right. My source basically is when you put damage mods on a dropsuit you can see the multiplyer next to the dropsuit stats (like light weapon damage mod etc). I for an example have a advanced assault dropsuit with a swarm launcher and 3X10% damage mods. Normally without penalty/bonus i would get 1.30. But the stats next to the dropsuit are saying 1.33. So i get 1% bonus on each damage mod i put on? CCP=nuts
Which is why Forge Guns should stay the way they are. If you can 2-3 shot most infantry (not as good as missles but still), Forge Guns should be able to 2-4 shot a tank.
Yep this is off topic, so what. We all knew missles were going to get "fixed" I just didnt think they would make them sterile too.
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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 14:29:00 -
[131] - Quote
hell no after all the tank costs multiple millions off ISK when it is a proper fit. And then you want to come by and 4 shot it with a standard forgegun? Hell no. And you forget that blasters eat up alot off PG and shield tanks are losing alot off shields to fit them. |
Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2012.11.27 14:39:00 -
[132] - Quote
The dark cloud wrote:hell no after all the tank costs multiple millions off ISK when it is a proper fit. And then you want to come by and 4 shot it with a standard forgegun? Hell no. And you forget that blasters eat up alot off PG and shield tanks are losing alot off shields to fit them.
ok Dark Cloud, what would your suggestion be to balance out the huge differential between infantry and tanks? Teamwork? already happens in our squads. We don't have issues with vehicles. But the random pub groups do.
Which is where I think the actual problem lies. Random pubs will get smoked by a decent vehicle user if they dont try to take it down as a team. And judging from the randoms I play with when I solo, thats not going to happen.
CCP seems like they are trying to balance the game around public games which is wrong. They should try to balance it around corp. battles, this is where all the game mechanics will come into play and actually matter.
On topic sort of; Heavy users with their suits/mods/Proto Forges cost around 400k? And how many times do you kill forge users before they actually destroy your tank? I'm betting you win 4/5's of those battles if not more.
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.27 14:54:00 -
[133] - Quote
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. |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.27 16:15:00 -
[134] - Quote
The dark cloud wrote:Meh just let 1-2 months go past and the tankers will have all advanced/proto blasters on top off their tanks. Then we will have again tons off complains on the forum why the large blasters can allmost insta kill any infantry on the game. Another thing that is unknown so far to most off people is that the hybrid damage mods have a effect on the rate off fire and the damage. Combine that with a stabilised blaster and you end up with carnage. For an example i run double damage mods with a blaster and the base ROF is 428 RPM with the damage mods i get a RPM off 517. Base damage is 105HP with damage mods and skillbooks i get around ~144HP damage per shot. The range on the stabilised is improved aswell as the zoom off the turret. On optimal range i need only 2-3 shots to kill somebody. heavys take a bit more to grind trough but they die very quickly aswell. If i would go up to proto blasters then i could get a damage off like ~208HP per shot. And damage mods are broken we dont have stacking penalty, we have stacking bonus. Yes you read that right. My source basically is when you put damage mods on a dropsuit you can see the multiplyer next to the dropsuit stats (like light weapon damage mod etc). I for an example have a advanced assault dropsuit with a swarm launcher and 3X10% damage mods. Normally without penalty/bonus i would get 1.30. But the stats next to the dropsuit are saying 1.33. So i get 1% bonus on each damage mod i put on? CCP=nuts
I'm ok with everything you said here. But a direct shot is nothing compare to a missile splash damage before...
In the case of the blaster, I won't say anymore that it is totaly unskill, because you need to aim with it. Ok, with missiles, if you don't use accelerators, you need to take a hand before being good at it.
But with the Large Missile Turret, it was totaly noob on a tank. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.28 13:37:00 -
[135] - 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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