0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
199
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Posted - 2013.04.07 21:52:00 -
[1] - Quote
I think all installations should be nerfed, but player skills should affect them. The range bit seems iffy to me. Blaster turrets can already tear up the infantry I have seen in pub matches, and railgun installations can damage tanks. I think they should make missile turrets better, and add minimatar artillery turrets.
Mavado V Noriega wrote:this cod tanking where 1st to shoot wins and 2 shot kills everything deaths takes 0 skill
So that's why all shield tank players are the same, and there's little better than a 50/50 chance of any shield tanker winning against another shield tanker. I'm not sure if you've noticed, but players like caeli and slap seem to be able to continuously win most of the time in tank v tank fights. Just because you cannot consistently win railgun fights does not mean that no one else can.
I thought caeli also showed you that if CCP nerfs railgun damage, armor tanks will be the best at everything? Wait, don't you drive an armor tank?
I also do not understand why you think the marauder class of tank is not worth it. Don't tell me you were using a madrugar against a Sagaris, no wonder you're having problems. So you think damage skills are currently OP, and the marauder class is UP. You know that if you skill up your marauder skill, your Surya will get 20% extra damage to blasters, right?
-.- I just hope that CCP does a good job with the new system and tanks in terms of balancing. Changing just a few small things will screw everything up. Right now everything has a counter, and the counter to an armor tank is a shield tank with damage mods and a railgun.
But back to the installations, like I said before, they should be affected by the skills of the person using them. Perhaps adding another skill might make it so that they are not "OP". For instance, there can be a skill that applies 5% of your turret skills to installations per level.
I suppose there could even be a completely different set of skills for installations. You could reduce the SP required to affect the turrets, so that you can compensate for their lack of mobility. That way an expensive HAV should still come out on top, but players can skill up installations faster. I'd also be fine with making the installations have medium turrets instead of large turrets. I guess that way you can make it so that players can skill up medium turrets before large just like they do for small turrets already.
All in all, I do believe that installations should be changed a bit.
oh btw, I forgot to mention that a Surya with marauder skill and 1x damage mod can basically one shot almost all proto infantry. Three shots can take out even the best of heavies. That thing is a MONSTER.
>> Even more (sorry, kind of sick and on cold medicine so... lol)
but I did think about a skill to improve the range of turrets, like sharpshooter. My only problem with that was when I thought of blaster turrets. Giving range increase to the blaster turrets on a Surya T_T It's already by far the highest DPS weapon in the game.
So I like the idea of reducing the range of blaster turrets, but giving a large turret sharpshooter skill to increase their range back to where it is now. Railgun turrets currently have a nice 599m range. Right now positioning and approaches are what make railgun fights hard, so removing that will make it easier for a noob to dominate tank v tank fights. On most maps I'm going to be that most tankers know almost exactly where the 599m railgun range is from their tank and from certain points.
I watched a tank v tank duel between slap and caeli, and they basically were able to roam around the field in arcs keeping between 599 and 625m between them. When they wanted to decrease the distance, they'd maneuver under cover at that point. After doing more tank fights myself, there are many usual patterns and approaches HAV operators take. I have memorized most of those patterns, and have strategies to get the best position on them. Inaccurately judging the distance between objects, terrain and enemy HAVs can end terribly. The Compressed railgun only gets a few shots, so tricking an enemy HAV to spool up and fire a shot or two without hitting your HAV gives you a huge advantage.
Mavado is right about the damage railguns can do, and that it does make for relatively short firefights, but the time and strategy that goes into that firefight is huge. 99% of the time if you die in a tank, it is because you did something stupid, or made a mistake. The margin for error is unforgiving. Removing the hard set limits like the range of a railgun significantly reduces the difficulty, planning and strategy of tank on tank fights. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
199
|
Posted - 2013.04.07 22:56:00 -
[2] - Quote
Cerebral Wolf Jr wrote:large blaster range is too far. They can be used against anything really...
idk o.o I thought so too when I was running infantry, but:
80GJ Scattered Ion Cannon Max Range: 199m Optimal Range: 1 - 85m Meta Level: 9
'Codewish' Duvolle Tactical Assault Rifle Max Range: 122m Optimal Range: 1 - 80m Meta Level: 9
All Forge Guns Max Range: 300m Optimal Range: 1 - 300m Meta Level: x
I think what would help is if CCP adds maps that have long range fights. Right now Manus Peak is the only map with open spaces between objectives that HAVs can cover well. It is true that every other map puts AV within range of a large blaster turret.
When I see tanks with blaster turrets in Manus Peak, I see an easy target. There are so many places that I can be with my AV that an enemy tank cannot get to. Blaster tanks are exceptionally juicy targets for railgun tanks on Manus Peak.
In pub matches, I hate using a blaster turret because I'm always worried about enemy armor which can out range and destroy me. Infantry is chewed up by blaster turrets at a surprisingly long range, but that same infantry can mess up a railgun tank. I think the best example is the four-point map (I forget the name of it). I can use my blaster to hit guys on the sides of the mountains, rooftops, the tabletop, from one objective to another, and enemy installations.
If I bring in a railgun instead of a blaster on that four point map, all of the AV in the mountains, on rooftops and the tabletop are a tremendous threat. A skilled forge gunner can be almost impossible to hit, especially if there is nothing I can hit around him for splash damage.
I can see nerfing the range of LBTs for the current corp battle maps, minus Manus Peak. Once CCP adds more maps like Manus Peak with open spaces, I think that nerf might be too much.
What would you change the range of large blaster turrets to? Even though the max range is 199m, around 150m or a little more there is a lot of dispersion, so placing a shot is harder to do and requires more luck. What do you think of making it so HAVs have to skill into range to be the same or close to what it is now?
> Also, there is some cool artillery in Unreal Tournament 3. What about something like that? D:
Even if we did not get that, it would be really awesome if we could use a camera mounted to the bottom of a dropship for targeting, or let the DS pilot do the targeting for us. |