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Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 03:44:00 -
[1] - Quote
Zion Shad wrote:Tanks: Ok looking through some post I see Railgun Scopes are not lining up with Shots and that the scope goes higher then the gun dose. How that happen?
CPU/PG Issues making Glass cannons
Heavys: HMG Range to low.
What about Forge Guns? Anything else?
Shad...here is the skinny on tanks.
#1 The tank turrets now have a max gun elevation and depression that is much slimmer than before. However, the maximum aiming on the turret is aligned with the turrets before the change, leading tankers who are uninformed or not used to the new aiming that they can aim where they are trying to shoot while the rounds they are firing are nowhere close. Basically, you can aim way up and down but your gun stops very close to 0 degrees straight forward so you never know where the gun will shoot on uneven terrain.
#2 Vehicle Engineering does not give its proper buff, while taking up more sp than before. grrr.
#3 Railgun range has been reduced, possibly leading tankers to wonder why they are shooting ghost rounds. Splash radius also seems to not be at 2.5 meters. It is closer to 1.5 meters ingame.
#4 Active vehicle scanners no longer have a visual animation.
#5 Due to the PG skill not working, tankers are unable to make a proper tank fit, while at the same time people are now full proto, leading to a very unbalanced match for tankers on day one, at least for me making these problems seem much bigger and unfair.
#6 didnt notice it myself, so cant say it is true, but i have seen people on the forums talking about CPU skill being broken as well. |
Lurchasaurus
SVER True Blood Unclaimed.
845
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Posted - 2013.05.07 03:50:00 -
[2] - Quote
ladwar wrote:Lurchasaurus wrote: #3 Railgun range has been reduced, possibly leading tankers to wonder why they are shooting ghost rounds. Splash radius also seems to not be at 2.5 meters. It is closer to 1.5 meters ingame.
i can say the rail tanks do have their max range and it has not been effected. radius has to do with hit detection working ok at best.
So you would say range has been unchanged? Interesting. I will take another look because I left my railgun tank for a missile maddy about 4 matches into uprising with a very sour taste in my mouth. |
Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 03:58:00 -
[3] - Quote
Zion Shad wrote:ladwar wrote: its all large turrets. any degree high then 10 degrees it shoot straight the way you are facing(IE if you turn 90 degrees to the left it shoots in line with the tracks(tank) not the actually turret which is off to the left). the pg/cpu uses are from the the vehicle skills not having their effect.
I saw this as well on Small turrets. So all Turrets need a Camra and fire point tweak @ladwar: Ok Range should be kept as is. Any objection to this? @HDTT: Glad you stop by. You Ex and DS I like to hear from because the community knows you to be a true Heavy. Info saved @Lurch: Awesome feedback bro. STB knows Tanks!
Certainly try. Gotta say though, the way things are, I, as a tanker, cant in good conscience take up a spot on our PC roster. They are simply not good enough to warrant taking up a spot that could be better used by a proto assault right now. If they can manage to fix the PG bug and the mouse bug by the 14th, then i retract my statement with a **** eating grin on my face.
Swarm max range is SWEET. No more redline perfect aim sniping for 2000 damage. Also, im kind of digging the new gun limitations on aiming, makes it more fun, just as long as they fix my mouse |
Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 04:04:00 -
[4] - Quote
Zion Shad wrote:The way I see it Lurch is tanks it's feeling like a punishment when you have less of a "Tank" and your spending twice as much on the gear (like Rails at 900k) for something to be pop. If Red zones are a prob then why make them more of a need for the tank as protection?
The way i see it is a handheld gun has 50% more damage than a tank mounted railgun for 1/20 of the price. Same damage, sure im game, but more? |
Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 04:08:00 -
[5] - Quote
Latest news in from the front lines Shad, and its a big one.
Changing suits at a supply depot consumes the suit, just as if you had died. |
Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 04:21:00 -
[6] - Quote
XxWarlordxX97 wrote:Big miku wrote:XxWarlordxX97 wrote:Heavy is trash But some people actually like trash. Heavy is now aids. They need to fix the HMG damage and give all the weapons more range
While I dont want to disagree, there is a new factor, and that is the fact that core skills no longer cross over between vehicle and infantry, so if you bring range buffs back to specced infantry, drivers/pilots/new players will be hopelessely outclassed. Especially considering the increased amount of sp needed to be relevant on foot.
I dont disagree with any buffs nerfs to guns. Im actually diggin the changes to the gun elevation depression changes on my tank. It seems however that they ****** everyone up with the control handling changes. no one is happy there. |
Lurchasaurus
SVER True Blood Unclaimed.
845
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Posted - 2013.05.07 04:31:00 -
[7] - Quote
Zion Shad wrote:Idea to run by you. What if they had diff ammo (like in eve) and had some that just shot longer range for less DMG.
I know long ways away. So for now would you be happy with a skill like the old sharpshooter would be great with a 3% and not a 5%? This would give us more range and add to the CCP SP Sink to make both sides happy?
No
#1 Already different types of damage being energy, hybrid, projectile. missiles fall under projectile as far as armor damage is concerned.
#2 With the new smaller maps and the removal of the fishbowl topography, redline sniping is at a minimum, taking away the need for ranged ammo. There are already ranged weapons. Unlike EVE, you can just go to a supply depot and get a sniper. |
Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 04:43:00 -
[8] - Quote
fred orpaul wrote:non heavy user here but this is what I would like to see.
I would like to see hmgs do 30ish damage a round out to 20-30m with a falloff that extends to 50-60m, that means at 40m you would be doing about 15-20 a round
heavys lose .5 speed and sprint but gain 500 hp and heavy modules need to be implemented.
bet you would.
id like to see my tank mounted railgun do more damage than a handheld gun. oh.... |
Lurchasaurus
SVER True Blood Unclaimed.
845
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Posted - 2013.05.07 04:49:00 -
[9] - Quote
i do want to point out that while heavies probably cant tank like they used to while standing in enemy fire, the significantly higher pool of shields allows for a more dynamic health bar, giving more survivability than i ever thought you would get. hmg's aside, im jelly of that double 405. |
Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 05:11:00 -
[10] - Quote
DeathwindRising wrote:vehicle armor skill doesnt work either
Not sure i'd believe that. My maddy has like 2900 armor or something like that, plus a 60mm plate giving it at most 800 extra armor. with just those two things, being the only things giving extra armor aside form you allegedly broken skill, i would max out at about 3700 armor.
I have about 4500 armor i believe, not sure stopped playing an hour or two ago. it hurts too much... :( |
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Lurchasaurus
SVER True Blood Unclaimed.
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Posted - 2013.05.07 18:14:00 -
[11] - Quote
Tiberion Deci wrote:Polish Hammer wrote:GoD-NoVa wrote:HMGs are fine they are now close quater weapons, AR are supposed to beat them at distance learn how to play heavies Ahh shucks, don't want the AR try-hards to cry anymore, okay okay we'll let up. Was this ccp's logic behind the hmg damage/range in uprising?
Nova's post was pretty ridiculous but lets not forget the serious nature of this thread. Shad was trying to ge some good feedback for CCP, so lets keep it to feedback on the new build and get this shitstorm unfucked as soon as possible. |
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