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Sephirian Fair
ZionTCD Legacy Rising
48
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Posted - 2012.12.10 15:09:00 -
[1] - Quote
Mavado V Noriega wrote:No to Rail dmg nerf the strongest FGs do more dmg than the strongest rails nerfing rails would just make it useless as an AV weapon especially since passive bonuses will most def be changed from dmg to something else
Please don't exaggerate. I've never seen a Forge Gun do 5.5K damage like your Railgun tank has. =\ |
Sephirian Fair
ZionTCD Legacy Rising
48
|
Posted - 2012.12.10 17:17:00 -
[2] - Quote
Mavado V Noriega wrote:Sephirian Fair wrote:Mavado V Noriega wrote:No to Rail dmg nerf the strongest FGs do more dmg than the strongest rails nerfing rails would just make it useless as an AV weapon especially since passive bonuses will most def be changed from dmg to something else Please don't exaggerate. I've never seen a Forge Gun do 5.5K damage like your Railgun tank has. =\ not exaggerating actually look at Meode's post ill quote it for u Sir Meode wrote:Breach Forge gun base damage is 2500?
most powerful rail gun base damage is 2000?
Forge guns far too OP BASE DMG of the best rail is 2052 Breach FG BASE DMG is around 2500 both heavies and tanks have skills to increase dmg passively along with mods lrn to fit ur stuff even before CCP added passive dmg to the turret skills FGs still had passive dmg bonuses along with other infantry weapons. Like i said im fine with FGs as they are atm but no to a rail nerf
I don't want a Railgun nerf either, but the damage potential on a Railgun exceeds a Forge Gun, as Tony stated, while possessing far greater DPS. I'm just asking you to not exaggerate like that. Again, I've never been one shot by a Forge Gun, like I've been 1 shot by Deathfromafar's (Prenerf) Large Missile Turrets and your Large Railgun Turret.
I've been hurt badly by Breach's, but the passive damage and modules aren't enough to compare to the passive and modules of the Railguns in raw damage. Plus, Breach's aren't the best of the Forge Gun's damage. The Assault Variants are far superior damage-wise to Breach's anyways. |
Sephirian Fair
ZionTCD Legacy Rising
48
|
Posted - 2012.12.10 17:45:00 -
[3] - Quote
Mavado V Noriega wrote:Tony Calif wrote:You forgot 20% from Marauder skill and 10% from general turrets skill. (sure you need a Surya, but the damage will be 7k or there abouts). I know you run them lovely armour tanks Mav, and respect for fighting the good fight :)
I am waiting for someone to 1 shot 3 mil of tank :D my money is on team Alldin. Marauder skill only affects racial turrets aka lolmissiles and blasters not rail guns we are comparing railgun dmg and passive buffs to the best FG dmg with passive buffs and it still stands at 25% increase to a 2500 FG to a 10% increase to a 2052 railgun PS: Marauder skill was also only added this build imo only marauder skill and turret op should grant passive dmg bonuses other turret skills can provide better bonuses than increase in dmg @ Sephirian how do u know u were gettin hit by breach fgs? alot of ppl also use assault FGs because of the quick charge time
Because I try to remember the names of good Heavies and their equipments like I try to remember the names of tank commanders and what their type of tank they drive. There's several heavies that I had consistently run into that use the Proto Breach Forge Gun. Blackwinter is one of those Heavies and he's done a fairly large chunk of damage to me, but I've never been hit for more than 4K damage from him. I think a good hit from him usually runs at about 3700~3900.
Also, does the Marauder skill really not affect Railguns? In the Development videos concerning vehicles I could have sworn that CCP stated that Caldari (Shield Tanks) were specialized into Railguns. O_o |
Sephirian Fair
ZionTCD Legacy Rising
48
|
Posted - 2012.12.10 18:12:00 -
[4] - Quote
Mavado V Noriega wrote:Sephirian Fair wrote:Mavado V Noriega wrote:Tony Calif wrote:You forgot 20% from Marauder skill and 10% from general turrets skill. (sure you need a Surya, but the damage will be 7k or there abouts). I know you run them lovely armour tanks Mav, and respect for fighting the good fight :)
I am waiting for someone to 1 shot 3 mil of tank :D my money is on team Alldin. Marauder skill only affects racial turrets aka lolmissiles and blasters not rail guns we are comparing railgun dmg and passive buffs to the best FG dmg with passive buffs and it still stands at 25% increase to a 2500 FG to a 10% increase to a 2052 railgun PS: Marauder skill was also only added this build imo only marauder skill and turret op should grant passive dmg bonuses other turret skills can provide better bonuses than increase in dmg @ Sephirian how do u know u were gettin hit by breach fgs? alot of ppl also use assault FGs because of the quick charge time Because I try to remember the names of good Heavies and their equipments like I try to remember the names of tank commanders and what their type of tank they drive. There's several heavies that I had consistently run into that use the Proto Breach Forge Gun. Blackwinter is one of those Heavies and he's done a fairly large chunk of damage to me, but I've never been hit for more than 4K damage from him. I think a good hit from him usually runs at about 3700~3900. Also, does the Marauder skill really not affect Railguns? In the Development videos concerning vehicles I could have sworn that CCP stated that Caldari (Shield Tanks) were specialized into Railguns. O_o no it doesnt affect rails CCP Blam said some wrong ****....which is kinda funny since they the ones working on the game Surya - Bonus to large blasters w/ marauder skill Sagaris - Bonus to large missiles w/ marauder skill no one gets a bonus to rails
Wow, lol. That sucks. Probably explains why I was one-shot in a Shield Dropship by a Missile turret though. XD But bleh. That's a pretty stupid screw up. >.<
I do agree that the passive bonuses should be other things. My gunner and I talked about the small hybrid turret skills increasing range rather than power. Frustrating that small Railguns have maybe 250m range at most and post-nerf Missiles having 200m range. For a dropship for AV purposes, I have to fly directly over a tank to be able to kill it, so better off using Cycled turrets. Still better DPS than Railguns. Small blasters are surprisingly effective in a dropship, the only issue is that you have to be hovering very close to the ground and swarm missile knock-back can still instant-kill a dropship.
Large Hybrid Turrets could see a slower heat-up, but I think it is more difficult to find a good balance for Large Hybrids because they affect both Railguns and Blasters. A 5% heat-up decrease means a lot for a blaster, but means jack-**** for a Railgun. =\ |
Sephirian Fair
ZionTCD Legacy Rising
48
|
Posted - 2012.12.10 18:17:00 -
[5] - Quote
EnglishSnake wrote:No one gets a bonus to rails? hm i thought Gallente would tbh but then again Caldari also do use hybrids, maybe they gonna make some more tanks for the races because laser will be Amarr and Minmitar projectile
Gallente are Blasters while Caldari are Railguns, at least that's what the Vehicle Development videos stated. I'd agree with Amarrian being Laser based, and a toss-up for Minmitar to pick up one of the remaining ones.
Now that I think about it, that might cause some irritating imbalances between turrets, especially if a turret is left out of the Maurauder skillbook. 4 races need 2 turrets apiece. CCP needs to make two more turret types and give each racial tank two different turrets to boost. Lol. |
Sephirian Fair
ZionTCD Legacy Rising
48
|
Posted - 2012.12.10 18:25:00 -
[6] - Quote
Mavado V Noriega wrote:Sephirian Fair wrote:EnglishSnake wrote:No one gets a bonus to rails? hm i thought Gallente would tbh but then again Caldari also do use hybrids, maybe they gonna make some more tanks for the races because laser will be Amarr and Minmitar projectile Gallente are Blasters while Caldari are Railguns, at least that's what the Vehicle Development videos stated. I'd agree with Amarrian being Laser based, and a toss-up for Minmitar to pick up one of the remaining ones. Now that I think about it, that might cause some irritating imbalances between turrets, especially if a turret is left out of the Maurauder skillbook. 4 races need 2 turrets apiece. CCP needs to make two more turret types and give each racial tank two different turrets to boost. Lol. caldari gets a bonus to missiles based on what it says INGAME Minmatar would be projectile so the autocannon will get a bonus to a minmatar tank
Yes, sorry. My mistake. I just have a feeling that it'll be switched eventually, so I spoke without thinking about what it currently is. My bad. |
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