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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
483
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Posted - 2013.06.24 15:43:00 -
[1] - Quote
RuckingFetard wrote:Most aren't considering the fact that Heavies turn slower than rail guns....
You must've gotten that wrong way around. I can turn 180 in a heavy suit in half a second with correctly set MKB. For my rails it takes some three seconds, no matter what the control input. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
483
|
Posted - 2013.06.24 16:17:00 -
[2] - Quote
I gonna say it outloud:
Quit staring at numbers. Think of environment, and also other affectin factors. Like, the aiming method and the forge shaking.
Solution is to have small tweaks:
For Handheld Forges: - Give FG a tight reticle - Make FG shoot really at the center of the reticle - Fix the fake shakedown, make it so that the place where the shot goes is really affected by shake - not just the cosmetic crosshairs. - Let heavy suit be able to 'turn on a coin' - Let heavy suit
For vehicle mounted Railguns: - Let rails keep the zoom and the stable tight aim - Make rail tracking even slower as now (excluding variants and tracking mods) - Let them be more customizable by making the different weapon upgrade modules more practical to use
For both: Make the damage about the same, railguns having a bit higher (to compensate the fact that it is so much more easier and practical for a suit to fit damage modules)
LIKELY RESULTS FOR SUGGESTED TWEAKS: That would let forge have the realistic rail range in theory, but being impractical at long ranges as it's difficult for the user to land many hits in a row at extreme ranges. This is the hand held disadvantage (which gives a bonus helping dropships stay alive unless too too close to the forger). Heavy suits would still have huge surprise value but controlling a bit smaller circle around them.
Rail tanks would be controlling a very long cone in front of them but be poor in adjusting to sides (emphasizing the usability of top turret once we have vehicle driver seat lock). Rail tanks would have to choose carefully when to close the distance to bogeys. (again as a bonus, the real poor tracking would help dropships stay alive unless tanker is smart enough to anticipate where DS would be coming from.)
When a solo forger would engage a rail tank in tanks forward cone the tank would have clear advantage. When a solo forger would engage a rail tank in tanks flank or rear the forger would have huge advantage in turn.
Forger vs a blaster/missile tanks would be relatively even no matter what the angle of attack.
Note: examples are assuming roughly same tier modules and weapons. Also, assuming the forger has some degree of cover as open field heads up is quite rare.
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
483
|
Posted - 2013.06.24 16:26:00 -
[3] - Quote
Other notes:
- Limited, although large, ammo supply (or capacitor) for tank weps should be implemented - For heavy suits it's far easier to fit Damage Modifiers. 2-3 is quite common as infantry role allows sacrificing HP tanking and still filling your role. HAVs cannot do this (with the exception of redline tanks which accept the fact they cannot dominate entire field and are suscepectible to OBs) - The spool timer, holding the shot, repetitive shots, time between repetitive shots, heat buildup are all things that can be toyed with if needed. They are less radical ways of tweaking than hard values like range or alpha damage. - Reload time for rail guns instead of heat? Both? |
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