Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ted Nugget
SVER True Blood Unclaimed.
83
|
Posted - 2013.04.13 01:15:00 -
[1] - Quote
I feel that a weapon like these shouldn't sustain damage for as far as they can shoot. The further the shot the less the damage. It shouldn't be able to shoot as far as it can and do max damage. It's just dumb |
Volgair
The Tritan Industries RISE of LEGION
270
|
Posted - 2013.04.13 10:43:00 -
[2] - Quote
The last time CCP limited the forge gun range Tanks and Dropships ran amok unchallenged... Specifically of the missile variety. I also do not want rails to loose their greatest asset. I would however like to see team exclusive red lines go away, and the flight ceiling removed near completely.
Edit: I thought you quit playing DUST, welcome back? |
Takahiro Kashuken
Red Star. EoN.
208
|
Posted - 2013.04.13 10:45:00 -
[3] - Quote
Railguns are made for firing a shell at higher speeds than the traditional shell, they can hit 3000m/s and we have a limit cap of 400m and also travel time since you can see the shell clearly dip at a long range target and the faster the shell moves the more damage it does
The railgun should be the strongest large weapon in the game and have no travel time at all so it instantly hits, kinda like what the sniper rifle does now |
Luther Mandrix
OPERATIVES OF THE GOAT
58
|
Posted - 2013.04.14 02:38:00 -
[4] - Quote
I play Heavy Forge it is my main gun.I had a Rail tank in the hills beyond the red line taking me out and I couldn't hit him at that distance.I need to Skill Up man and make my gun shoot that far.In time I will Get Him.Till then snipe on friend one day there will come a reckoning. |
Mary Sedillo
XERCORE E X T E R M I N A T U S
3
|
Posted - 2013.04.15 11:28:00 -
[5] - Quote
I agree with the ceiling idea, but not the red line. That red line helps keep rail/forge guns from completely swatting me out of the way. I plan my insert, I pull out, slap on a hardener cooldown and I can be safe. Remove that redline and you will have the WHOLE enemy team sitting on the spawn points and mercilessly camping them. This does not equal a fun experience. |
BulletSnitcheZ
TRUE TEA BAGGERS
27
|
Posted - 2013.04.15 12:22:00 -
[6] - Quote
Ted Nugget wrote:I feel that a weapon like these shouldn't sustain damage for as far as they can shoot. The further the shot the less the damage. It shouldn't be able to shoot as far as it can and do max damage. It's just dumb
I think that the railgun is meant to be a long-range weapon. In eve, they have ridiculously long optimal ranges but very poor tracking speeds.
The problem with railguns in DUST 514 is that they're doing way too much damage from ALL ranges. Realism aside, i think they could reduce the damage of railguns from mid - close range. They could also reduce its damage to the point where it wouldn't take just 2 shots to kill another tank. |
Takahiro Kashuken
Red Star. EoN.
215
|
Posted - 2013.04.15 12:25:00 -
[7] - Quote
BulletSnitcheZ wrote:Ted Nugget wrote:I feel that a weapon like these shouldn't sustain damage for as far as they can shoot. The further the shot the less the damage. It shouldn't be able to shoot as far as it can and do max damage. It's just dumb I think that the railgun is meant to be a long-range weapon. In eve, they have ridiculously long optimal ranges but very poor tracking speeds. The problem with railguns in DUST 514 is that they're doing way too much damage from ALL ranges. Realism aside, i think they could reduce the damage of railguns from mid - close range. They could also reduce its damage to the point where it wouldn't take just 2 shots to kill another tank.
Yet the AV weapon being the FG would still be allowed to 2 shot the tank?
Yea no |
BulletSnitcheZ
TRUE TEA BAGGERS
27
|
Posted - 2013.04.15 12:51:00 -
[8] - Quote
Takahiro Kashuken wrote:BulletSnitcheZ wrote:Ted Nugget wrote:I feel that a weapon like these shouldn't sustain damage for as far as they can shoot. The further the shot the less the damage. It shouldn't be able to shoot as far as it can and do max damage. It's just dumb I think that the railgun is meant to be a long-range weapon. In eve, they have ridiculously long optimal ranges but very poor tracking speeds. The problem with railguns in DUST 514 is that they're doing way too much damage from ALL ranges. Realism aside, i think they could reduce the damage of railguns from mid - close range. They could also reduce its damage to the point where it wouldn't take just 2 shots to kill another tank. Yet the AV weapon being the FG would still be allowed to 2 shot the tank? Yea no
The FG problem is mostly an issue related to shield tanks since they have such poor shield hardeners & HP.
The Breach FG and the Prototype FGs can 2-3 shot my gunnlogi, but I've built plenty of Sagaris shield tanks that can withstand multiple shots from those weapons. I still think forge guns do a little too much damage for being a handheld weapon though.
|
Shouper of BHD
Better Hide R Die
52
|
Posted - 2013.04.15 13:10:00 -
[9] - Quote
the range is fine, the S railgun is getting a well deserved buff in Uprising #2 on may 6th. L railgun is fine, the FG should be as good as the S railgun and I think it will be soon (S railguns are much weaker, the Compressed proto railgun does only 560 direct damage while the assualt proto can 2-3 shot my 6k HP DS, but the S railguns have speed and limitless ammo so it balanced out. the L railguns are soppused to be better then both of them combined and I think they are, but that doesn`t mena a railgun tank will survive a 1 vs 1 against a FG though since his tank isn`t ment to be superior there |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
118
|
Posted - 2013.04.15 13:34:00 -
[10] - Quote
Takahiro Kashuken wrote:Railguns are made for firing a shell at higher speeds than the traditional shell, they can hit 3000m/s and we have a limit cap of 400m and also travel time since you can see the shell clearly dip at a long range target and the faster the shell moves the more damage it does
The railgun should be the strongest large weapon in the game and have no travel time at all so it instantly hits, kinda like what the sniper rifle does now
+1
Railguns should be like sniper rifles bc they are the same weapon. Instant impact needed. |
|
Ten-Sidhe
Osmon Surveillance Caldari State
458
|
Posted - 2013.04.15 18:17:00 -
[11] - Quote
Sniper rifle 2500m/s Forge 7000m/s Rail not listed
Sniper rifle shots at long range that speed would be slow enough travel time would have an impact.
Over double the speed at half the range at bigger target, forge travel time shouldn't have a noticeable effect on aim point for a hit.
Realistically, all three should be able to shoot across map couple times over without damage drop, this would be broken for balance though. For balance, they are good as is. |
Halador Osiris
Dead Six Initiative
164
|
Posted - 2013.04.15 19:01:00 -
[12] - Quote
Mary Sedillo wrote:I plan my insert, I pull out, slap on a hardener cooldown and I can be safe. That was very... erotic. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
122
|
Posted - 2013.04.17 08:35:00 -
[13] - Quote
BulletSnitcheZ wrote:Ted Nugget wrote:I feel that a weapon like these shouldn't sustain damage for as far as they can shoot. The further the shot the less the damage. It shouldn't be able to shoot as far as it can and do max damage. It's just dumb I think that the railgun is meant to be a long-range weapon. In eve, they have ridiculously long optimal ranges but very poor tracking speeds. The problem with railguns in DUST 514 is that they're doing way too much damage from ALL ranges. Realism aside, i think they could reduce the damage of railguns from mid - close range. They could also reduce its damage to the point where it wouldn't take just 2 shots to kill another tank.
go away, pub stomping blaster tank and let my 3 damage mods do what they do. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
122
|
Posted - 2013.04.17 08:36:00 -
[14] - Quote
NONONONONO! |
KalOfTheRathi
Talon Strike Force LTD
338
|
Posted - 2013.04.17 09:55:00 -
[15] - Quote
I love how the non-programmers want all these magical things to happen but Kitten till the cows come home anytime the Devs don't deliver what they want right the Kitten now! Sure, change the mechanic for calculating damage for these weapons. No problem, it's just software. You can do it over the weekend. You cannot QA it over the weekend though.
Couple of facts are wrong here.
Rail Guns are currently limited to 599m and any operator that has Large Hybrid Turret Operations/Proficiency leveled up will do more damage. Tough. There is no way to extend the range after the latest Rail Gun Nerf which happened at the same time the Forge Guns got Nerfed.
Forge Guns are currently Nerfed to 299m and HW Sharpshooter at lvl 3 does not effect them as of my latest test the first week of April.
Let's apply your idea to Sniper Rifles. If they are shooting at their maximum range they only do 10% damage. Solves everything, right? No more Red Line sniping. With all the new code to change the damage calculations it will be easy to screw them up as well. Unless the code itself isn't done correctly then who knows what would happen? |
shaman oga
Nexus Balusa Horizon
15
|
Posted - 2013.04.17 10:05:00 -
[16] - Quote
i'm for increasing range and splash damage and decrease direct hit of FG |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |