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CharCharOdell
Ametat Security Amarr Empire
77
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Posted - 2013.05.15 22:34:00 -
[1] - Quote
Assault drop ships are unquestionably amazing tank killers, but have trouble with infantry. We need a new weapon for drop ships with the fire rate of a blaster, range of a rail gun, and blast radius of a missile. Fire rate: 300rpm No overheat but long reload time 100 rounds per clip 2m blast radius Direct damage: 120 vs soft targets; 12 vs hard targets Splash damage: 40 vs soft targets; 4 vs hard targets Max effextive range: 115m Reload: 10 seconds |
ladwar
Dead Six Initiative Lokun Listamenn
410
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Posted - 2013.05.15 22:40:00 -
[2] - Quote
they just need more range on fragment missiles, you can nerf the damage some to keep it balanced. while im at it large missiles need a more rapid fire, for crying out loud they clearly have 8 missiles per side but only fire 2 from each side. just divide the damage per missile by 4 and everything is fine with all missiles firing from the turret and that will solve that problem mostly. |
Jax Saurian
GunFall Mobilization Covert Intervention
34
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Posted - 2013.05.15 23:42:00 -
[3] - Quote
ladwar wrote: while im at it large missiles need a more rapid fire, for crying out loud they clearly have 8 missiles per side but only fire 2 from each side. just divide the damage per missile by 4 and everything is fine with all missiles firing from the turret and that will solve that problem mostly.
sorry but no If you fire all the missiles at once and you miss you will have to wait quite some time for the missiles to reload allowing infantry with AV to run up and hit you with everything they have. Plus if you attack another tank and hit with all the missiles and it did the same damage as the current missiles then you still have that long waiting period (both firing missile after missile plus reload (even if it's the current reload) they could easily just look at you and destroy you. |
ladwar
Dead Six Initiative Lokun Listamenn
412
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Posted - 2013.05.16 00:07:00 -
[4] - Quote
Jax Saurian wrote:ladwar wrote: while im at it large missiles need a more rapid fire, for crying out loud they clearly have 8 missiles per side but only fire 2 from each side. just divide the damage per missile by 4 and everything is fine with all missiles firing from the turret and that will solve that problem mostly.
sorry but no If you fire all the missiles at once and you miss you will have to wait quite some time for the missiles to reload allowing infantry with AV to run up and hit you with everything they have. Plus if you attack another tank and hit with all the missiles and it did the same damage as the current missiles then you still have that long waiting period (both firing missile after missile plus reload (even if it's the current reload) they could easily just look at you and destroy you. so your telling me it takes longer for it to reload 2 missiles for the large missile turret then it does for all for 3 small cycle turret? on crack much? its not asking for more damage just more spread out for the same damage. small cycled 2.0 seconds. large missile 10 seconds that's where I call bs because the large are basically the same small turret's next level duck taped together to fire at once. |
Pvt Numnutz
On The Brink CRONOS.
57
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Posted - 2013.05.16 01:55:00 -
[5] - Quote
I would like to see a more specific turret for AS however this seems a little.......too powerful.
Why not a medium turret? maybe even have different variants for the medium class. So when i go to fit my python i have two light turrets and one pilot controlled medium turret. Have all the stats be a little better than light but not as strong as medium (yeah i know no ****) For missiles i would say fires one light missile but can fire another one right after, kinda like a two shot but still using lights, or even just one medium missile.
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Patoman Radiant
ZionTCD Unclaimed.
105
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Posted - 2013.05.16 02:08:00 -
[6] - Quote
CharCharOdell wrote:Assault drop ships are unquestionably amazing tank killers, but have trouble with infantry. We need a new weapon for drop ships with the fire rate of a blaster, range of a rail gun, and blast radius of a missile. Fire rate: 300rpm No overheat but long reload time 100 rounds per clip 2m blast radius Direct damage: 120 vs soft targets; 12 vs hard targets Splash damage: 40 vs soft targets; 4 vs hard targets Max effextive range: 115m Reload: 10 seconds
And it will be a small gun as well
Tell me, if it has all the perks of other guns wraped in one, why would you ever use other guns? This new mystery gun sounds great I want a large version for my tank. |
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