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Sontie
Ill Omens EoN.
225
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Posted - 2013.04.23 23:53:00 -
[1] - Quote
I love my missile gunnlogi. With that turret equipped, I have enough power grid to either equip two shield extenders, or stack on the speed mods and make a speed racer tank (I love that one). But the fact remains that missile tanks are terribly ineffective at doing anything other than being bright and flashy. Infantry almost completely disregards me when I roll in. About the only thing that fears me are installations.
So, what would need to be changed to make missile tanks more effective? I'm looking for ideas from the community, which I'll then compile into a feedback/suggestion later.
One idea I've had was to increase the range of the missiles to at least make them comparable to blasters. Why they detonate so soon is beyond me. The missiles seem pretty large and should have enough fuel to travel a fair distance, I would think.
Give the missiles an internal self targeting mechanism. What I mean is, make it where they can self correct their trajectory about 1 degree or so. As it stands, infantry can stand still and unless I get really lucky, the missiles will fly right past them on both sides. Anything more than the slightest self correction would be ridiculous, but without something, we pose little to no threat to infantry.
Change the design of the missile turret to where it fires a large number of smaller missiles, with a slight spread to them. 20 missiles that do ~100 each would be awesome. With a spread to them, one salvo probably wouldn't kill a dropsuit in one salvo (except scouts and militia suits).
Anyone have any other ideas?
Maybe a way to improve the missile turret variants (since the accelerated one is the only one worth using and even it isn't that great) |
Shouper of BHD
Better Hide R Die
59
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Posted - 2013.04.23 23:56:00 -
[2] - Quote
no worries, in 2 weeks they will be chanmged in a way that buffs them, either a stat buff or it locks onto other vehicles like swarmers, small missle turrets are being changed but I doubt for the same reason.... small railguns are getting buffed, most likely ALOT of direct damage on them. |
ladwar
Dead Six Initiative
214
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Posted - 2013.04.24 00:19:00 -
[3] - Quote
i was actually hoping to more continuous firing rate. as it stands the large turret is basically 4 small turrets on with the same rate of fire as the small cycled yea its hits for 4.3x time hard(total) but at the small time a cycle could fire 4 times and work toward its next shot. so its just like having a small turret on top rather then a large turret. do the math for your self and see 2.5/4=0.625 small cycled is 0.6 firing rate. for the cycled large turret its so small of an increase of ROF its not worth it. 2.2/4=0.55. really look at it and you see that the large missile turret is just a duck tape small missiles. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
93
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Posted - 2013.04.24 00:19:00 -
[4] - Quote
The problem with missiles is the same problem with all splash damage weapons. This slightest bit of incline or elevation will negate any damage even if the target is within a pixel of the point of impact. So basically there's a good chance that 1/3 of your missiles are duds because of this. Devs said that this was one of their priorities to focus on in uprising, so hold out until the 6th. |
Mobius Wyvern
BetaMax. CRONOS.
1334
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Posted - 2013.04.24 00:44:00 -
[5] - Quote
It's good to see people looking at this positively with an air toward actually making these viable weapons. I guess we've seen the end of the "THAT'S WHAT YOU GET LOL" threads immediately following the last nerf. |
Sontie
Ill Omens EoN.
228
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Posted - 2013.04.24 01:08:00 -
[6] - Quote
the idea of splash being important for the large missile turret is laughable. The turret doesn't aim down very far , making aiming at their feet not a viable option. Maybe if you could equip one to an aerial vehicles... |
Sev Alcatraz
The Tritan Industries RISE of LEGION
233
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Posted - 2013.04.24 02:42:00 -
[7] - Quote
Sontie wrote:the idea of splash being important for the large missile turret is laughable. The turret doesn't aim down very far , making aiming at their feet not a viable option. Maybe if you could equip one to an aerial vehicles...
Because carpet bombing wasn't bad enough lol
But yes missile turrets need a buff Why people want to cripple vehicles by limiting ammunition is beyond me... |
Alldin Kan
Imperfects Negative-Feedback
179
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Posted - 2013.04.24 02:56:00 -
[8] - Quote
Let's see...
Give give back original splash radius and add missile lock to target enemy vehicles (but less efficient than SL). |
Mavado V Noriega
SyNergy Gaming EoN.
2864
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Posted - 2013.04.24 03:02:00 -
[9] - Quote
Simple fix:
1. Reduce Direct dmg (dmg was ALWAYS the problem with missiles) 2. Increase Splash Radius back up since splash dmg got nerfed so at least ppl wont be gettlin OHK'd by splash 3. Have at least 2 variants a short range high dmg one and a long range low dmg one |
Mobius Wyvern
BetaMax. CRONOS.
1334
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Posted - 2013.04.24 04:17:00 -
[10] - Quote
Mavado V Noriega wrote:Simple fix:
1. Reduce Direct dmg (dmg was ALWAYS the problem with missiles) 2. Increase Splash Radius back up since splash dmg got nerfed so at least ppl wont be gettlin OHK'd by splash 3. Have at least 2 variants a short range high dmg one and a long range low dmg one Precisely. |
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Himiko Kuronaga
SyNergy Gaming EoN.
162
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Posted - 2013.04.24 05:48:00 -
[11] - Quote
How about the cruise missile option instead?
Driver drives, gunner "pilots" the missile to its target.
Increases the lethality, but it absolutely requires good team work to use right.
Also means, since one missile is being controlled at a time, it cannot be "spammed" to annoying degrees.
Imagine the redline drama! |
Mavado V Noriega
SyNergy Gaming EoN.
2866
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Posted - 2013.04.24 05:57:00 -
[12] - Quote
Mobius Wyvern wrote:Mavado V Noriega wrote:Simple fix:
1. Reduce Direct dmg (dmg was ALWAYS the problem with missiles) 2. Increase Splash Radius back up since splash dmg got nerfed so at least ppl wont be gettlin OHK'd by splash 3. Have at least 2 variants a short range high dmg one and a long range low dmg one Precisely.
IKR too much logic CCP wont do it
PS: world is gonna end....we agree on something tank related....this wont end well |
Takahiro Kashuken
Red Star. EoN.
272
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Posted - 2013.04.24 10:33:00 -
[13] - Quote
Alldin Kan wrote:Let's see...
Give give back original splash radius and add missile lock to target enemy vehicles (but less efficient than SL).
lolno
They will be useless, by the time it locks on the blaster/railgun is already tearing you up |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
311
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Posted - 2013.04.24 10:44:00 -
[14] - Quote
I support this buff. |
Alistair McFlair
Seraphim Initiative. CRONOS.
7
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Posted - 2013.04.24 10:53:00 -
[15] - Quote
As long as they dont buff them to the level they were at, when they beta was launched last year.... The amount of times I pissed myself last summer, when I saw a missile tank come around the corner wiping fellow infantry and me out. |
The dark cloud
Seraphim Initiative. CRONOS.
1271
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Posted - 2013.04.24 11:06:00 -
[16] - Quote
Missiles are the worst large turrets in the game right now. Last time i saw a gunnlogi with missiles i grabbed my swarm launcher, hunted it down and he tried to shot me like 3 times with his missiles and none of them damaged me. In the end he was desperated and even jumped out trying to kill me which leaded to a epic fail on his side. |
Garrett Blacknova
Codex Troopers
2589
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Posted - 2013.04.24 12:08:00 -
[17] - Quote
Previous iteration of missiles:
- Near-infinite range - Perfect precision aim - Large splash - High splash and direct damage
Post-nerf
- Too short range - Unable to deliberately hit a stationary target at 10m with even 10% of shots - Reduced splash radius - MASSIVELY reduced splash damage
Better solution:
Pick any 2 of the nerfs it got, or keep all the nerfs, but scale all of them back to about half as bad as they were.
I guess we'll see what CCP think on May 6. |
ladwar
Dead Six Initiative
237
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Posted - 2013.04.24 18:46:00 -
[18] - Quote
Garrett Blacknova wrote:Previous iteration of missiles:
- Near-infinite range - Perfect precision aim - Large splash - High splash and direct damage -fast missiles that could be use in close up Post-nerf
- Too short range - Unable to deliberately hit a stationary target at 10m with even 10% of shots- small effected only. - Reduced splash radius - MASSIVELY reduced splash damage -massively slow missiles that a dropship can out run rather then dodge. Better solution:
Pick any 2 of the nerfs it got, or keep all the nerfs, but scale all of them back to about half as bad as they were.
I guess we'll see what CCP think on May 6. added some to your list |
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