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The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.12.11 10:07:00 -
[1] - Quote
Well due to the lack of vehicles these days i would like to hear some opinions about how to make blasters a competetive turret.
1. No damage drop off at range but you still would have a max range where the shots simply disappear (like missiles and railguns do) 2. increase the damage on small turrets by 50% and increased damage on large turrets by 10~20% 3. Bigger splash damage radius (yes its there) to somewhat like 1.5m on large turrets and 1.0m on small turrets 4. Much slower overheat on small turrets and faster cooldown 5. Increased range on small turrets by 50~70% 6. Take away all the kick off the blasters so that you are aible to actually hit somebody (AR's have 0 recoil to compare and do much more damage aswell!) 7. Additional shield protection for LAV gunners while using a small blaster (the dropsuit shields, not vehicle shields itself, getting buffed by 200~300HP making it a viable option even for non heavy dropsuit player) 8. Reduction off muzzle flash while shoting the blaster cause most off the times you barely see your target then.
To simply call out the main issues with blasters are: - range is way to low - damage is on standard-advanced small turrets like on a militia assault rifle - Overheat and cooldown are just horrible on small turrets - Recoil is a very big issue espacially on LAV's. To compare it a handwielded militia assault rifle has no recoil. - Time to kill is way to long, gunners on LAV's are more likely to get shot (thats why the additional shield protection)
Well ive stated soloutions and viable options but in my opinion a combo out off 1,2,6 would make them good, not overpowered cause you still have to aim directly with it at a guy to kill him. If you have better soloutions let me hear it. And no they are not balanced the small turrets are still broken just like small missiles. |
Grimmiers
ZionTCD Legacy Rising
158
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Posted - 2012.12.11 11:11:00 -
[2] - Quote
I agree with all these things. I've been a gunner for a proto small blaster and still felt like I would be better off jumping out and using my AR. It is pretty fun though once you get the used to that tiny splash damage. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.12.11 11:14:00 -
[3] - Quote
Only tanks I use is Blaster, so I'll just gonna comment on what I like the sound of and what I don't.
1. No damage drop off at range but you still would have a max range where the shots simply disappear (like missiles and railguns do)
Disagree, the good thing about Blasters is they destroy things close but aren't amazing at long ranges, its a balanced weapon.
2. increase the damage on small turrets by 50% and increased damage on large turrets by 10~20%
Agree to Small Blasters, Disagree on Large Blasters. We two shot most Infantry. I can easily kill and LAV in a few shots and Tanks are no issue if they're anything other than blasters, most tanks die before I hit the Cooldown.
3. Bigger splash damage radius (yes its there) to somewhat like 1.5m on large turrets and 1.0m on small turrets
Disagree, Blasters should be direct weapons, Missiles need tweaking to be a splash weapon. Don't need splash on blaster Turrets.
4. Much slower overheat on small turrets and faster cooldown
Agree for Small turrets, I'd keep the cooldown rate though.
5. Increased range on small turrets by 50~70%
Maybe, no comments on this.
6. Take away all the kick off the blasters so that you are aible to actually hit somebody (AR's have 0 recoil to compare and do much more damage aswell!)
ARs will soon have Recoil.
7. Additional shield protection for LAV gunners while using a small blaster (the dropsuit shields, not vehicle shields itself, getting buffed by 200~300HP making it a viable option even for non heavy dropsuit player)
Once the Small Turrets have been tweaked and made stronger, there will be no need for this. You're protected by the turret itself and if you have a driver you'll be cruising around and be relatively safe. Adding a bonus protection would make this unbalanced.
8. Reduction off muzzle flash while shoting the blaster cause most off the times you barely see your target then.
Agree, doesn't need to be a massive reduction, but enough to not make us go blind.
To simply call out the main issues with blasters are: - range is way to low They need a slight tweak, not a massive buff.
- damage is on standard-advanced small turrets like on a militia assault rifle Agreed on this, Small Turrets need a look at.
- Overheat and cooldown are just horrible on small turrets Overheating rate should decrease, Cooldown should not.
- Recoil is a very big issue espacially on LAV's. To compare it a handwielded militia assault rifle has no recoil. Again, ARs will eventually get recoil, Turrets should have less recoil than the ARs in future (due to being mounted rifles pretty much..)
- Time to kill is way to long, gunners on LAV's are more likely to get shot (thats why the additional shield protection) Don't need additional protection for Gunners once the damage is upped, otherwise it'll too strong. |
Nova Knife
Seituoda Taskforce Command Caldari State
784
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Posted - 2012.12.11 11:39:00 -
[4] - Quote
I think the range on the small blasters and the muzzle flash are the only changes needed, really.
The 'time to kill' on blasters is kind of a strange thing. Part of the difficulty there is actually putting the bullets on target.
If you've ever used a small blaster on another vehicle, they're pretty damn crazy at AV at close to midrange, and absolutely eat things. Against infantry they are a bit trickier to use, but that's more of an aiming thing than a DPS thing.
If base damage goes up on blasters, ROF should go down a bit. To keep the same ROF would make them even crazier as an AV turret. We'd then be creeping back towards the 'one turret being good at everything' state we had with missiles. |
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