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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! |
Beren Hurin
OMNI Endeavors
251
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Posted - 2013.03.13 20:09:00 -
[2] - Quote
There are a few variants of missile turrets. Your alternatives are just for the main ones. I have found the cycled and fragmented to be the most useful vs. infantry and primarily the cycled the best vs vehicles (All on LAVs) Accelerated are ideal to take out installations. The main ones are more of an all around turret. |
Gusk Hevv
Circle of Huskarl Minmatar Republic
15
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Posted - 2013.03.13 20:10:00 -
[3] - Quote
How about NO? Your ideas will make them OP once more. |
knight of 6
ZionTCD Legacy Rising
95
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Posted - 2013.03.13 20:14:00 -
[4] - Quote
signed.
bring back turrets, your suggestions... debatable. no god missiles just effective ones please. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 20:14:00 -
[5] - Quote
Beren Hurin wrote:There are a few variants of missile turrets. Your alternatives are just for the main ones. I have found the cycled and fragmented to be the most useful vs. infantry and primarily the cycled the best vs vehicles (All on LAVs) Accelerated are ideal to take out installations. The main ones are more of an all around turret. You apparently didn't read the post.
A) I know my missile turrets, the only way to have an LAV that could survive back then was to spec into them to protect your LAV from other vehicles.
B) In no way are these changes for just the main ones, I specifically pointed out changes to certain turret types and said to bring the other turret types in line with those changes.
Now, please read the post. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 20:17:00 -
[6] - Quote
Gusk Hevv wrote:How about NO? Your ideas will make them OP once more. How about you give me an actual point to prove that? Nonconstructive posts do nothing but bog down a thread. Missiles are utterly useless right now, giving them back some of what they lost is the only way to fix them. I hated the missile spam as badly as anyone, but if you had actually read this, you would know that each change is balanced out by negatives that limit them. |
iceyburnz
Crux Special Tasks Group Gallente Federation
345
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Posted - 2013.03.13 20:21:00 -
[7] - Quote
I think missile turrets should be lock on and seeking like the swarm launcher.
There I said it. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 20:23:00 -
[8] - Quote
Gusk Hevv wrote:How about NO? Your ideas will make them OP once more. Threads are supposed to be constructive for the benefit of the game. Thanks for trying, but you need work. |
trollface dot jpg
Destined 4 Biomass
57
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Posted - 2013.03.13 20:25:00 -
[9] - 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 |
iceyburnz
Crux Special Tasks Group Gallente Federation
345
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Posted - 2013.03.13 20:28:00 -
[10] - Quote
Oh yeah.
Thanks for showing that.
What do you think about missiles being swarm launcher essentially? |
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Pent'noir
Algintal Core Gallente Federation
70
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Posted - 2013.03.13 20:31:00 -
[11] - Quote
Method 2 would keep from a constant spam (which is nice), however, I see the bigger issue with missiles or any turret is that they don't have ammo limits. I actually didn't mind the original missile turrets. Lots of dmg and large splash made sense to me, but since they could do it forever, they would spam missiles everywhere. |
Thor Thunder Fist
Better Hide R Die
84
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Posted - 2013.03.13 20:31:00 -
[12] - Quote
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 |
Codyrules35 Badass
L.O.T.I.S. Legacy Rising
94
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Posted - 2013.03.13 20:37:00 -
[13] - Quote
lol Baal (it's an inside joke). What CCP could also do is just make the dropship have a certain amount of ammo such as maybe 15 shots per turret so the dropship cant just camp in one area. That would solve most of the problems with vehicles in this game being OP by just sitting on a hill and taking out RDV after RDV the whole game. |
Mark Crusader
Much Crying Old Experts
8
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Posted - 2013.03.13 20:38:00 -
[14] - Quote
iceyburnz wrote:Oh yeah. Thanks for showing that. What do you think about missiles being swarm launcher essentially?
Only if vehicles get an missile lock warning and the option to install countermeasures. Also, maybe an AOE missile jamming module or equipment.
|
gbghg
L.O.T.I.S. Legacy Rising
640
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Posted - 2013.03.13 20:40:00 -
[15] - Quote
Mark Crusader wrote:iceyburnz wrote:Oh yeah. Thanks for showing that. What do you think about missiles being swarm launcher essentially? Only if vehicles get an missile lock warning and the option to install countermeasures. Also, maybe an AOE missile jamming module or equipment. https://forums.dust514.com/default.aspx?g=posts&t=62795&find=unread and I like version 2 best |
trollface dot jpg
Destined 4 Biomass
57
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Posted - 2013.03.13 20:45:00 -
[16] - 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 -
[17] - 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. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
32
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Posted - 2013.03.13 21:05:00 -
[18] - Quote
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. |
trollface dot jpg
Destined 4 Biomass
58
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Posted - 2013.03.14 19:11:00 -
[19] - 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. |
WyrmHero1945
IMPSwarm Negative-Feedback
40
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Posted - 2013.03.14 20:28:00 -
[20] - Quote
I say make the STD version 1 shot a militia dropsuit without upgrades. If grenades can do it why not MISSILES? |
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