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Thread Statistics | Show CCP posts - 2 post(s) |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
0
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Posted - 2013.05.16 01:15:00 -
[1] - Quote
Why was railgun damage nerfd so hard? An Ishukone forge gun has higher DPS than the prototype railguns.
I understand attempting to balance HAV vs HAV combat, but a handheld weapon should not be able to out DPS a large railgun on a HAV. You nerfd HAV's survivability, you nerfd HAV damage, and you just gave forge guns a buff. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
0
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Posted - 2013.05.16 01:57:00 -
[2] - Quote
BTW I checked the spreadsheet #s, and I think you forgot that heavies can use damage mods, and more than a tank.
Also, the "every shield railgun HAV uses 3x dmg mods" was a myth spread around by TERRIBLE players. I'm guessing the armor tankers went, "omg I just died, he must be using 3dmg mods derp". Just check out caeli's railgun damage thread. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
4
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Posted - 2013.05.17 23:43:00 -
[3] - Quote
CharCharOdell wrote:Nova Knife wrote:I especially like the part where most of his post about vehicles is complaining about forge guns. Someone do math! Did he delete his comment, or make it much earlier in the thread?
Ishukone Assault Forge Gun: 1663.32 HP, 277.2 HP Splash. Weaponry: 10% Forge Gun Proficiency: 15%
Total bonus from skills: 25%
80GJ Compressed Particle Cannon: 1798.7 HP, 292.5 HP Splash. Turret Op: 10% Large Hybrid Turret OP: 5%
Total bonus from skills: 15%
Damage Mods: Tank Max = 2, lots of tank lost Heavy (ADV lvl Suit) Max = 2 high slots
Who thought this was a good idea? A relatively cheap handheld weapon and suit has higher dps and higher alpha than a HAV.
Balancing EHP and PG to pub STD lvl gear is unacceptable. For HAVs to be useful again, they have to outdo their handheld counterparts. I suppose if you do not want that to happen, at least let us remove the Large Railgun Turret and install a Ishukone Forge Gun and allow our infantry skills to work with the forge gun's damage. It might sound ridiculous, but I'm not the one who made things this way. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
4
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Posted - 2013.05.18 00:35:00 -
[4] - Quote
FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation. |
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