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Shouper of BHD
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Posted - 2013.05.09 03:05:00 -
[1] - Quote
missiles are meant for splash damage I agree but 50% without reducing direct seems a little out of hand, how about 38% for starters? (also I see the cycled as fine, adding 150 damage total seems out of hand since I (sorry for repeating myself) are well balanced, fragmented is UP, yes its much cheaper then the accelerators but the accelerators have better splash and same direct and faster RoF, Fragmented should be the high splash damage low direct.
rail guns NEED more range and direct damage, yes they are small turrets but they should be as good as FGs since these have to be mounted on vehicles while FGs are held by heavy's, rail guns should be the AV turret.
Blasters seem ok to me... can`t think of anything wrong with them... I run Myron "gunships" and I`ve seen the deadly force they are but since profintioncy has been taken out I`ll need to test again. |
Shouper of BHD
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Posted - 2013.05.09 06:14:00 -
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Garrett Blacknova wrote:Small Railguns need to not be nerfed against installations any more. Not 100% sure if that was improved in the last hotfix, but they weren't working right after Uprising first showed up. Also, Railguns in general need to be instant-hit. The projectiles are supposed to travel at 7000 m/s. If that's true, then the shots that take half a second to reach the target are travelling 3.5 km, and I'm pretty sure clones aren't taller than Gundams.
Missile turrets need their splash radius back, but I VERY STRONGLY disagree with tripling their range. Why? Because Dropships aren't the only vehicles in the game. Triple range means triple the direct-fire range of ground-based vehicles. LAVs hitting from across the map is broken. Super Sniper Missile Tanks making a comeback wouldn't be a good thing.
What I WOULDN'T object to is a 50% base range increase on missiles, AND a 50% bonus to range on all weapons mounted on Dropships. Or they could tie it to the basic Dorpship skill, 10% range increase per level. Or do both, have a 25% range increase, and a skill that gives +5% per level. That would introduce stacking and make the multiplier go a little higher than a 50% increase.
Splash definitely needs an increase, but I'd say try it with 20 - 30% first, see how it goes, THEN look at maybe increasing it. The problems with CCP nerfing things are because they change EVERYTHING in a weapon's stats all at once (reduce direct damage, reduce splash damage, reduce splash radius, reduce range, increase scatter), and changing everything at once means you don't get to measure how big each individual change was. Suggesting significant changes to more than one aspect of a weapon will just swing it too far the other way and get it beaten down by the nerf hammer again.
Missiles +range (50%) +splash (20%)
Dropships +range (up to ~50% with a skill to train)
Two changes, one significant, one smaller.
can`t say I agree with most of this.... also in 10-20ish minutes I`ll be putting turret stats here and pointing out flaws in stats and what they should be considering their type and variant. |
Shouper of BHD
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97
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Posted - 2013.05.09 06:31:00 -
[3] - Quote
BLASTER FEEDBACK: These are all proto small blaster turrets, class and variant will be listed along with direct damage (DD), splash damage (SD), splash radius (SR), RoF, Heat Cost Per Second (HCPS), Heat capacity (HC) and CPU/PG.
Compressed blaster needs a buff:
compressed ION blaster: DD = 39.0 SD = 0 SR = 0 RoF = 714.03 HCPS = 25.5 HC = 100.0 CPU = 10 PG = 121
compared to Scattered ION blaster: DD = 42.2 SD = 0 SR = RoF = 857.01 HCPS = 15.0 HC = 100.0 CPU = 10 PG = 121
The Scattered is a meta 9 and costs more so it should have several advantages, and so it does, its RoF competes with the other turrets and has MORE damage then even the compressed, but the compressed has the slowest RoF and does the 2nd most damage, the Scattered should have the same advantage as the rest but the Compressed needs to be = in DD. |
Shouper of BHD
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97
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Posted - 2013.05.09 06:50:00 -
[4] - Quote
Rail gun Feedback:: stats will be listed as direct damage (DD), splash damage (SD), splash radius (SR), RoF, Heat Cost Per Second (HCPS), Heat capacity (HC), Fire Interval (FI), Charge Up Time (CuT) and CPU/PG.
particle Cannon: DD = 357.5 SD = 97.5 SR = 0.7 RoF = 0 HCPS = ? HC = ? FI = 1.1 CuT = 0.2 CPU = 22 PG = 97
XT- missile:: DD = 455.0 SD = 227.05 SR = RoF = 2.0 HCPS = 0 HC = 0 FI = 1.6 CuT = 0 CPU = 23 PG = 85
first things first, CCP if you can add HCPS and HC listed in stats then.... +1 I guess... and range....
both are Meta LV7 btw, now the Rail guns are the AV turrets, yes missiles do better splash and direct? the missile should be more splash and rail guns more direct since vehicles are larger targets and large direct damage would me it would be the bane of vehicles (which it should) so rail guns all around should get 150+ DD, I`ve went over the other turrets both missile and rail gun through all the meta LVs and it makes sense, if you want to see for yourself go check it out since I will not post that much stats.
quick reason for the DD stats: Rail gun: STD = 275.0 ADV 330.0 = PRO = 357.0 missile STD = 350.0 ADV = 420.0 PRO = 455.0
now lets see if we take my suggestion: Rail gun: STD = 425.0 ADV 470.0 = PRO = 507.0 missile STD = 350.0 ADV = 420.0 PRO = 455.0
that means that railguns have DD lead by: STD = 75.0 ADV = 50.0 PRO = 35.0
that seems resanable for the true AV turrets to me.......if not add 120 DD to railguns and convert some DD to SD for missiles. |
Shouper of BHD
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Posted - 2013.05.09 07:17:00 -
[5] - Quote
Missile Feedback: stats will be listed as direct damage (DD), splash damage (SD), splash radius (SR), RoF, Heat Cost Per Second (HCPS), Heat capacity (HC), Fire Interval (FI), Charge Up Time (CuT) and CPU/PG.
XT missile turrets: DD = 455.0 SD = 227.5 SR = 2.0 RoF = 0 HCPS = 0 HC = 0 FI = 1.6 CuT = 0 CPU = 23 PG = 85
XT Fragmented: DD = 455.0 SD = 170.6 SR = 2.7 RoF = 0 HCPS = 0 HC = 0 FI = 1.6 CuT = 0 CPU = 23 PG = 85
the Fragmented should have a higher DD and a lesser SD according to description, it is also 1 meta higher and costs more yet its radius is the only thing increased, I think +25 DD across the board should balance it out.
current time : normal DD: STD = 350.0 ADV = 420.0 PRO = 455.0 Fragmented: STD = 350.0 ADV = 420.0 PRO = 455.0
if it were updated: normal DD: STD = 350.0 ADV = 420.0 PRO = 455.0 Fragmented: STD = 375.0 ADV = 445.0 PRO = 480.0
difference:.... well, self explanatory, +25 DD.
another way which might be better is making them splash damage rather then direct, missiles should be more splash so here you go:
buff SR for fragmented by 60+ difference between same tech variants: STD = 15.2 ADV = 7.5 PRO = 3.1
and then add 0.3 SR to all the fragmented 9giving them a 1.0 lead all across the board in total difference compared to each tech LV variant. it would make up for its DD flaw and replace it for a SD turret like the way it probably should be.
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Shouper of BHD
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Posted - 2013.05.09 18:54:00 -
[6] - Quote
BelleMorte MORTIMOR wrote:BelleMorte MORTIMOR wrote:the range for missiles is equvilant to blaster / fragmented proto vs scattered proto stabilized proto vs accelerate prot... railguns still has about 3-4 x the range of all other vehicle turrents.
last time I checked my missiles went further then my railguns....
can I get feedback on the numbers I posted? I wouldn`t want that to go to waist |
Shouper of BHD
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Posted - 2013.05.12 13:52:00 -
[7] - Quote
bump. |
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