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Ser Chard
Osmon Surveillance Caldari State
15
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Posted - 2013.06.05 01:58:00 -
[1] - Quote
Missile turrets still don't have much use - I use them extensively on my python but that's all they're good for.
Primary issue is that they are impossible to aim. Especially on a moving vehicle. Drop ships can provide a stable platform safe from return fire but they are useless on tanks and labs.
Solutions 1) Fix splash damage 2) Provide slight homing on vehicles. Think overcharged plasma pistol from halo. Or have missiles follow the reticle slightly - not speeding up to catch it but moving laterally at a set rate until its on the reticle or explodes - again, think plasma pistol homing speed. 3) Redo large cycled missile launcher. Rather than barrages this should shoot a steady stream of missiles. This allows the operator to use the visible stream and point of impact to track their target - a significant advantage blasters currently have. Currently you fire a blast, miss, then guess again - this change would allow us to "drag" our aim across a target until we hit then track from there. This also improves the ability to track, providing more time between missiles to adjust aim.
I really want to see Solution 3, it'd make missiles much more viable without requiring adjustment of DPS or other stats - simply fire one missile at a time with 1/4 the reload time.
I know the barrages somewhat define the missiles vs it just being an explosive blaster - that's why you do it to the cycled launcher, which is unique for small turrets but doesn't stand out in the large turret category. We can then see how they perform.
Fixing splash issues would solve Anti Infantry issues and solution 2/3 would allow them to be competitive vs vehicles. Currently they're only good for griefing allied drop ships. |
Wojciak
Soldiers Of One Network Orion Empire
30
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Posted - 2013.06.05 02:08:00 -
[2] - Quote
If you drive a LAV you will detonate the rocket before it leaves the gun at high speeds. |
Harpyja
DUST University Ivy League
76
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Posted - 2013.06.05 02:10:00 -
[3] - Quote
I think missiles would be fine with a splash range buff and granting them weak tracking and self correcting abilities.
Give missiles lock on abilities against vehicles, but with the effective tracking of a stinger missile in BF3 where it's possible to make the missile fly by and then it loses the lock on you. (Unlike swarms that can do complete 180s.)
Also give missiles a small degree of self correcting flight to make it easier to hit infantry, because currently 90% of the time my volleys fly right past infantry.
I think a lock on capability will give shield tanks one of the necessary buffs needed in beating armor tanks. Currently it's extremely hard to hit anything at range due to travel time and dispersion of the missiles. This will give shield tanks the ability to project their damage up to their max range, same as missile ships in EVE are known for their damage projection. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
315
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Posted - 2013.06.05 02:10:00 -
[4] - Quote
increase the range on the large turrets. 200m is stupid. the swarms can go 300. i'd say 3-400 maybe 500(but that would kind of encroach on railguns space)
edit: also get rid of the dropoff. its a missile, why does it drop off in damage? |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.05 02:30:00 -
[5] - Quote
Improved range and better tracking (I'd prefer auto tracking vehicles reticle red vs swarm-style locking) would go a long way in vehicle combat.
I get that Rails win at distance. I'm OK with blasters shredding my tank up close. But blasters absolutely shred at midrange too. Midrange combat goes:
-Blaster tank starts unloading, knows its aim is good because rapid ROF gives instant feedback on hit/miss by monitoring enemy health readout. Stops aiming when damage is done, adjusts when no damage being done. -Missile tank aims carefully to avoid wasting barrage thus losing time, or rapidly aims and significantly reduces hit chance. Fires and probably misses - maybe one missile hits. -Blaster tank continues firing and approaches, improving accuracy. -Missile tank carefully readjusts after each barrage to ensure hit but wasting time or fires wildly and more likely misses. After a missed barrage or two the battle is decided and the missile tank explodes.
Blaster wins vs infantry, vs lavs (which missiles have no hope of hitting) and vs tanks at close AND mid-long range.
At mid range, where it may be difficult to get a perfect sight on your enemy, I believe positive feedback from watching enemy health or shield glow is vital. Aim towards your enemy until you see their health drop or their shield flash - then you know your aim is good. This doesn't work with burst / barrage weapons like missiles.
Missile speed is pretty good in this build - what they need is some other way of improving accuracy. Tracking vs vehicles and a functional splash vs infantry. |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.05 02:33:00 -
[6] - Quote
Also, the reticle is ridiculous. Just make it a dot please, or make the blaster reticle a chevron also. |
Harpyja
DUST University Ivy League
76
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Posted - 2013.06.05 02:43:00 -
[7] - Quote
Ser Chard wrote:Improved range and better tracking (I'd prefer auto tracking vehicles reticle red vs swarm-style locking) would go a long way in vehicle combat.
I get that Rails win at distance. I'm OK with blasters shredding my tank up close. But blasters absolutely shred at midrange too. Midrange combat goes:
-Blaster tank starts unloading, knows its aim is good because rapid ROF gives instant feedback on hit/miss by monitoring enemy health readout. Stops aiming when damage is done, adjusts when no damage being done. -Missile tank aims carefully to avoid wasting barrage thus losing time, or rapidly aims and significantly reduces hit chance. Fires and probably misses - maybe one missile hits. -Blaster tank continues firing and approaches, improving accuracy. -Missile tank carefully readjusts after each barrage to ensure hit but wasting time or fires wildly and more likely misses. After a missed barrage or two the battle is decided and the missile tank explodes.
Blaster wins vs infantry, vs lavs (which missiles have no hope of hitting) and vs tanks at close AND mid-long range.
At mid range, where it may be difficult to get a perfect sight on your enemy, I believe positive feedback from watching enemy health or shield glow is vital. Aim towards your enemy until you see their health drop or their shield flash - then you know your aim is good. This doesn't work with burst / barrage weapons like missiles.
Missile speed is pretty good in this build - what they need is some other way of improving accuracy. Tracking vs vehicles and a functional splash vs infantry. Yes! Quite too often I lose a tank battle because one of my volleys missed. Which translates into a total of 5 seconds not dealing damage while the blaster continues to shred me apart.
I think missiles should always have a slight degree of tracking on free fire, but should also give you more precise tracking with a swarm style lock for further engagements.
Edit: by often, I mean that it's one of my top reasons for losing a battle. Tank v tank battles with missiles I currently find too risky so I do my best to avoid them but sometimes an armor tank will manage to jump on me. And that's when placing all hits is crucial. |
Thurak1
Psygod9 RISE of LEGION
10
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Posted - 2013.06.05 04:33:00 -
[8] - Quote
My biggest thing is what is going on with the tiny explosion radius from a missile? Its so small people often simply jump out of the AOE. Missiles should be great anti infantry weapons. |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.06 01:47:00 -
[9] - Quote
Thurak1 wrote:My biggest thing is what is going on with the tiny explosion radius from a missile? Its so small people often simply jump out of the AOE. Missiles should be great anti infantry weapons.
Hah yeah its a little frustrating when a sole guy with an ar runs towards you jumping over each barrage. Too easy to time and thus dodge. He got all the way to my tank and... I think he spit on it, did a little dance and mooned me. All I could do was roll away and find someone else to harass.
I wanna use large missiles but I can't bring myself to severely cripple my abilities as such, especially when risking expensive equipment. I'll play around with plasma cannons on a cheap suit all day but its economically unfeasible to use large missile turrets. |
Meeko Fent
Mercenary incorperated
28
|
Posted - 2013.06.06 01:59:00 -
[10] - Quote
Give Missiles the Splash Range/Damage 10 Pounds of Explosive Deserves. If your Wondering How big 10 Pounds of Explosives is, go Here
Nuff Said. |
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