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trollface dot jpg
Destined 4 Biomass
57
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Posted - 2013.03.13 20:00:00 -
[1] - Quote
So what did we learn from the missile spam and the subsequent missile nerf? We learned that infinite range+OHK missiles+OHK missile splash+Huge splash radius+unerring accuracy+tanks having a larger version that fires off a full volley of missiles similar to said missiles=WAY to much power. We also learned that nerfing every aspect of the missile that made them OP makes them useless. So, how can we bring them back without returning them to the days of yore?
Well, you could go about it in several different ways. Different combinations of stat changes would have differing effects, I'll give the two I think would be most balanced.
Missile Buff Version 1:
Small Turret: Increase the splash radius of standard missile turrets to 3m and adjust the others accordingly, return the range to pre-nerf levels, increase the splash damage to 120 for basic; 145 for advanced; 170 for prototype, return the accuracy to pre-nerf levels, increase the fire interval for the fastest launcher (cycled) to 1.2s and adjust the others accordingly.
Large Turret: Make each missile the same as a single missile from a small turret, keep the missiles per volley at 4, return the accuracy to pre-nerf levels, increase the fire interval for the fastest large missile turret (cycled) to 3.5s and adjust the other large missile turrets accordingly.
Summary: In this version, you have highly accurate missiles that do more splash damage, have infinite range, and have a slightly increased splash radius, but fire slightly slower.
Missile Buff Version 2:
Small Turret: increase the splash radius to 4.5m for standard missile turrets and adjust the others accordingly, return the splash damage to pre-nerf levels, increase the fire interval for the fastest launcher (cycled) to 2.0s and adjust the others accordingly, keep the current level of accuracy, keep the current range limitations.
Large Turret: Make each missile the same as a single missile from a small turret, increase the missiles per volley to 6, Increase the accuracy slightly, increase the fire interval for the fastest large missile turret (cycled) to 6.5s and adjust the other large missile turrets accordingly.
Summary: In this version, you have reliably accurate, devistating missiles that hit in a wider area, but fire much slower and have a limited range.
And if you missile QQers (I know you are still out there ) want to complain that my missile suggestions leave the missiles too weak, feel free to keep the ones you have right now.
Otherwise, FOLLOW ME TO MISSILE LIBERATION! -íViva la Revoluci+¦n! |
trollface dot jpg
Destined 4 Biomass
57
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Posted - 2013.03.13 20:25:00 -
[2] - Quote
iceyburnz wrote:I think missile turrets should be lock on and seeking like the swarm launcher.
There I said it. I believe someone said that long ago.... hold on.... here it is: https://forums.dust514.com/default.aspx?g=posts&t=44750 |
trollface dot jpg
Destined 4 Biomass
57
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Posted - 2013.03.13 20:45:00 -
[3] - Quote
Thor Thunder Fist wrote:if you make them fire more slowly you need to up the direct damage as from what I'm told missiles are supost to fit inbetween blasters and railguns for AI and AV and your suggestions would take away what little AV capabilities they have. I would propose balancing the DPS of missiles to the DPS of rails but slightly lower due to the no cooldown thing A proto missile plus turret skills with the previous damage levels is already enough to OHK everything but the most tanked heavy out there. They don't need further damage increases. You have to keep those damage mods and turret skills in mind when thinking about missiles. That's what caused them to be so OP in the first place, CCP didn't seem to account for damage mods and turret skills when they wrote the stats for them. |
trollface dot jpg
Destined 4 Biomass
57
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Posted - 2013.03.13 20:48:00 -
[4] - Quote
iceyburnz wrote:Oh yeah. Thanks for showing that. What do you think about missiles being swarm launcher essentially? If they do about half the damage of a full volley of swarms, fire slowly, and cannot be used against infantry, I'm fine with it. It would make vehicleVSvehicle combat a lot more interesting. |
trollface dot jpg
Destined 4 Biomass
58
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Posted - 2013.03.14 19:11:00 -
[5] - Quote
Stefan Stahl wrote:iceyburnz wrote:I think missile turrets should be lock on and seeking like the swarm launcher.
There I said it. I think small missile launchers should be guided towards whatever bit of dirt you were pointing at when you launched them. That means missiles ignore the speed of the shooting vehicle but don't lock on to targets. That'd give them a fairly unique mode of operation, fix all lag associated issues with them and make them useful without buffing their damage. That's speaking from the perspective of a dropship pilot. I wouldn't know how to apply this mechanic to HAVs. This mechanic would very bad for other vehicles, so what you are talking about is balancing turrets for dropships and to hell with the others. It doesn't work that way. |
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