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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
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Posted - 2013.06.23 20:12:00 -
[91] - Quote
Shijima Kuraimaru wrote:Shouper of BHD wrote:in my opinion (I`ve been thinking about it for a while and in some aspects I know I was wrong), FGs need a 50-150 DD nerf and small railguns need a 150-250 DD buff. In the long run PRO and maybe even ADV tanks would litterly need a team of FGers to take down or a AV vehicle and in my opinion that's fare, I truly don`t see why 1 man (yes this is the future I agree but I`m sure vehicles get improved material and tech as well) should be able to take out a tank, MAV, LAV, LAA or DS that makes sense but a heavy vehicle I think should require a AV turret or air support, a strike, a group of people or something so that's where I`m coming from. 1 of my other faults was my title, all things considered the FG isn`t the #1 (off topic, I used the Flaylock PRO 2 weeks ago, yes OP barely specked into it, so when it comes to a change in stats by % rather then number count different the flaylocks there), also there aren't as much OP weapons as there are other things OP, weapon wise most things are UP (kinda funny reading that but it is honest). so going back on topic, can we agree that a 50-150 DD damage nerf isn`t over reacting but a fare place to play and see? Knee jerk reaction here so I may be over reacting but it reads like you want infantry based AV to be a deterrent to heavy armor rather than a threat. You reasoning appears to be because one man can't be a threat heavy armor. May I point you to the dragon missile system. One man carrying two missiles and a launcher quite capable of crippling, if not destroying, a main battle tank with one shot. But then reality makes for an unbalanced game. A game where some tank jocks want the other team to severely handicap themselves to deal with one or two vehicular threats if they use infantry based AV. Requiring a four or six man AV team to take out a HAV will be fine when we're running 60 vs 60. But at 16 vs 16, it's just not a feasible option. Tanks will either run around opposed, but not threatened, while the non-AV infantry's ability to take and hold points will be handicapped, or all infantry based AV, except grenades, will become nearly extinct and people will QQ about there being too many tanks on the battlefield that they can't counter. Wait... That last one is already happeing. LOL Personally, the primary thing I see wrong with HAVs is that they don't have the PG/CPU to properly fit the modules to fit the differing play styles of the various tank jocks. I'm sure there will be proto hulls coming, but until then... Tank Jocks are going to have to work with what CCP has available to them. And the advanced hulls... Their shield and armor bases need to be brought up to match the basics. I know the difference isn't much, but every little bit helps. So no. In my opinion Infantry AV doesn't need much of a fix (cough, AV Grenades, cough), but HAVs do need work. Oh wow. Look at that. A dedicated forge gunner arguing for HAV fixes. Imagine that.
I said PRO AVs that should accure, in STD is should be able to be 1 manned FGered (speed of death determines of FG... aka what we have now) ADV should have better chances but not to high of an increase 9the highest change of stats, modules etc accure in ADV-PRO so that's why I say that) but PRO? yes a team of AV not 1 man, 2 AV at least. since its a PRO HAV (Heavy Attack vehicle) I think so (Glass cannon tanks would be easier to destroy then other PRO still but normal role and HP role should take a team). yes in reality there are AV weapons that can take out tanks with 1 shot, and in other games that don`t have these balanced arguments have 3 shot kill tanks (with an RPG) but if you think that's the way for tanks then use the rest of the HP mechanics for the ifnrnatry 1-5 bullets kills to a normal/light unit. DUST514 uses a health bar (not trying to be rude here even though it comes out like that) system that takes longer to deplete so take the same consideration for the HAVs, yes it will take a team to destroy a PRO HAV at the current / average speed of a tankers encounter to die, 1 man to do it? sure but that's going to be a while. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
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Posted - 2013.06.23 20:13:00 -
[92] - Quote
Novawolf McDustingham The514th wrote:LOL at all the tank drivers suffering from forge gun envy... stop being a bunch of aspies and think about this a bit.
Railguns are balanced for tank vs tank battles, not tank vs heavy battles. If they up the damage on railguns then tank vs. tank battles would be one shot shorter, they're fast enough as it is. A railtank vs heavy is a one shot victory for the tank already,.
This "discussion" is a waste of time that serves to real purpose.
it was thought about and mentioned 4 times... go back and read.... |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 21:37:00 -
[93] - Quote
Shouper of BHD wrote:Shijima Kuraimaru wrote:Shouper of BHD wrote:in my opinion (I`ve been thinking about it for a while and in some aspects I know I was wrong), FGs need a 50-150 DD nerf and small railguns need a 150-250 DD buff. In the long run PRO and maybe even ADV tanks would litterly need a team of FGers to take down or a AV vehicle and in my opinion that's fare, I truly don`t see why 1 man (yes this is the future I agree but I`m sure vehicles get improved material and tech as well) should be able to take out a tank, MAV, LAV, LAA or DS that makes sense but a heavy vehicle I think should require a AV turret or air support, a strike, a group of people or something so that's where I`m coming from. 1 of my other faults was my title, all things considered the FG isn`t the #1 (off topic, I used the Flaylock PRO 2 weeks ago, yes OP barely specked into it, so when it comes to a change in stats by % rather then number count different the flaylocks there), also there aren't as much OP weapons as there are other things OP, weapon wise most things are UP (kinda funny reading that but it is honest). so going back on topic, can we agree that a 50-150 DD damage nerf isn`t over reacting but a fare place to play and see? Knee jerk reaction here so I may be over reacting but it reads like you want infantry based AV to be a deterrent to heavy armor rather than a threat. You reasoning appears to be because one man can't be a threat heavy armor. May I point you to the dragon missile system. One man carrying two missiles and a launcher quite capable of crippling, if not destroying, a main battle tank with one shot. But then reality makes for an unbalanced game. A game where some tank jocks want the other team to severely handicap themselves to deal with one or two vehicular threats if they use infantry based AV. Requiring a four or six man AV team to take out a HAV will be fine when we're running 60 vs 60. But at 16 vs 16, it's just not a feasible option. Tanks will either run around opposed, but not threatened, while the non-AV infantry's ability to take and hold points will be handicapped, or all infantry based AV, except grenades, will become nearly extinct and people will QQ about there being too many tanks on the battlefield that they can't counter. Wait... That last one is already happeing. LOL Personally, the primary thing I see wrong with HAVs is that they don't have the PG/CPU to properly fit the modules to fit the differing play styles of the various tank jocks. I'm sure there will be proto hulls coming, but until then... Tank Jocks are going to have to work with what CCP has available to them. And the advanced hulls... Their shield and armor bases need to be brought up to match the basics. I know the difference isn't much, but every little bit helps. So no. In my opinion Infantry AV doesn't need much of a fix (cough, AV Grenades, cough), but HAVs do need work. Oh wow. Look at that. A dedicated forge gunner arguing for HAV fixes. Imagine that. I said PRO AVs that should accure, in STD is should be able to be 1 manned FGered (speed of death determines of FG... aka what we have now) ADV should have better chances but not to high of an increase 9the highest change of stats, modules etc accure in ADV-PRO so that's why I say that) but PRO? yes a team of AV not 1 man, 2 AV at least. since its a PRO HAV (Heavy Attack vehicle) I think so (Glass cannon tanks would be easier to destroy then other PRO still but normal role and HP role should take a team). yes in reality there are AV weapons that can take out tanks with 1 shot, and in other games that don`t have these balanced arguments have 3 shot kill tanks (with an RPG) but if you think that's the way for tanks then use the rest of the HP mechanics for the ifnrnatry 1-5 bullets kills to a normal/light unit. DUST514 uses a health bar (not trying to be rude here even though it comes out like that) system that takes longer to deplete so take the same consideration for the HAVs, yes it will take a team to destroy a PRO HAV at the current / average speed of a tankers encounter to die, 1 man to do it? sure but that's going to be a while.
Since you're being technical... The merc only has one hit point. That health bar is not health. It's shield and armor. The reason it takes longer to deplete for higher suits is not because there's any more base shield or armor as you go up from basic, to proto, to advanced, it's from the modules the wearer has added to it (shield extenders and/or armor plates). If you look at the information sheet on the assault suits for example, all the Caldari assault suits will have the same base shield and armor.
Here's a true story for you. I encountered a rail tank last night. He got me once before I got him. But on the final encounter, it took six direct hits to take him down when all he had to do to take me down was hit me once. Had I been using my Kaalakiota (proto) instead of my Forge Gun (basic), it would have taken four or five instead of six. Evaluating that based on standard equipment available now, if he'd been in a proto hull that conceded to all the HAV jock wants, he would have been nearly immune to my Forge Gun.
Here's another point of that encounter. Strip away all the gear and equipment, it was a one VS one encounter. And you're wanting to make it require two or more VS one? You want it to require two Forge AV to be able to take on a HAV then you better require that HAV to have two people to operate it. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
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Posted - 2013.06.24 14:13:00 -
[94] - Quote
I went as technical as your last comment.
so you used a basic FG and took 6 shots? well did he rep? how long was the battle? etc? by the time there are tanks that would need 2 FGs to take down in the amount of time it takes to take down 1 tank (read that last sentence again, you apparently missed it last time and miss quoted me). I just don`t know the details of the battle except your FG and that doesn`t do much. |
Shouper of BHD
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178
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Posted - 2013.06.24 14:19:00 -
[95] - Quote
if we will be getting PRO modules assuming we are using STD/ADV vehicle modules (in most cases)
we are not using PRO and ADV tanks like some people are saying (even though the tag says STD) and PRO tanks haven't be released yet
there will be more AV turrets roles when PRO tanks are released.
and it takes 2 FGers to take down a PRO tank at the current death speed of the current takes.
then I`ll be happy, when its an HAV and a PRO I would rather see an anti tank installation or an aerial vehicle or AV vehicle to be the main bane of that tank not FGers (again when it comes to a PRO tank). |
ladwar
Dead Six Initiative Lokun Listamenn
670
|
Posted - 2013.06.24 14:25:00 -
[96] - Quote
Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time. your numbers are wrong for the rail turrets. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
483
|
Posted - 2013.06.24 15:43:00 -
[97] - 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. |
undeadsoldier90
Hellstorm Inc League of Infamy
571
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Posted - 2013.06.24 15:57:00 -
[98] - Quote
Lol at forge cry thread.... you want to talk op? Av grenades bro..... solo ANY tank without any effort, skill or strategy....
Forge is fine, rail is fine, blaster is fine, tanks are UP against adv/proto av. |
Chunky Munkey
Amarr Templars Amarr Empire
585
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Posted - 2013.06.24 16:12:00 -
[99] - Quote
*sigh* not this again.
You have unlimited ammo You have a several thousand hp weapons platform You can fire at speed You have built in self defences And if a random enemy discovers you, there's a good chance they won't have the appropriate weapons to attack you |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
483
|
Posted - 2013.06.24 16:17:00 -
[100] - 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 -
[101] - 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? |
Scoot Medic
Better Hide R Die D.E.F.I.A.N.C.E
54
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Posted - 2013.06.24 16:33:00 -
[102] - Quote
I am a complete noob.
I have not driven a vehicle, aerial or land, but I'm coming in here to give my worthless opinion so my Assault Rifle can still trump anyone on the battlefield.
In fact, I think vehicles need a nerf, including those OP dropships, because they are the only things in the game capable of flight, and a Gunnlogi can get more eHP than my Caldari Logi, which is completely wrong, the Logi Cal suit is in need of a serious buff. I'd also like to add speed bumps for LAVs, because I have been destroying newbs too much with my no skill weapon that I have lost all of my reflexes and situational awareness, because all I'm required to do is point and shoot when using my AR.
Please CCP, I thought this game was called AR 514? |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
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Posted - 2013.06.24 17:34:00 -
[103] - Quote
Scoot Medic wrote:I am a complete noob.
I have not driven a vehicle, aerial or land, but I'm coming in here to give my worthless opinion so my Assault Rifle can still trump anyone on the battlefield.
In fact, I think vehicles need a nerf, including those OP dropships, because they are the only things in the game capable of flight, and a Gunnlogi can get more eHP than my Caldari Logi, which is completely wrong, the Logi Cal suit is in need of a serious buff. I'd also like to add speed bumps for LAVs, because I have been destroying newbs too much with my no skill weapon that I have lost all of my reflexes and situational awareness, because all I'm required to do is point and shoot when using my AR.
Please CCP, I thought this game was called AR 514?
AR is the backbone of troopers.
that doesn`t make DSes OP
why am I even replying to this? lol |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
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Posted - 2013.06.24 17:36:00 -
[104] - Quote
undeadsoldier90 wrote:Lol at forge cry thread.... you want to talk op? Av grenades bro..... solo ANY tank without any effort, skill or strategy....
Forge is fine, rail is fine, blaster is fine, tanks are UP against adv/proto av.
large railguns are fine yes idk how large of a spectrum you are going at this but considering you mentioned blasters I`ll assume all so:
small railguns need buff of 150-300 DD, Compressed small blasters need a buff of 3.0 from STD-PRO and yes (agreed) to the last statement which is why I gave the list above. |
SnakeSix
Pradox One
0
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Posted - 2013.06.24 18:01:00 -
[105] - Quote
Hey look another QQ thread....lemme see HTFU |
ladwar
Dead Six Initiative Lokun Listamenn
672
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Posted - 2013.06.24 18:25:00 -
[106] - Quote
Shouper of BHD wrote:Scoot Medic wrote:I am a complete noob.
I have not driven a vehicle, aerial or land, but I'm coming in here to give my worthless opinion so my Assault Rifle can still trump anyone on the battlefield.
In fact, I think vehicles need a nerf, including those OP dropships, because they are the only things in the game capable of flight, and a Gunnlogi can get more eHP than my Caldari Logi, which is completely wrong, the Logi Cal suit is in need of a serious buff. I'd also like to add speed bumps for LAVs, because I have been destroying newbs too much with my no skill weapon that I have lost all of my reflexes and situational awareness, because all I'm required to do is point and shoot when using my AR.
Please CCP, I thought this game was called AR 514? AR is the backbone of troopers. that doesn`t make DSes OP why am I even replying to this? lol because you want to response to a clear troll post.
back to the OP assault forge has the highest DPS(slightly) with being cheaper and easy to skill into and turning at the cost of range, zoom, and speed(movement not turning) and ammo. |
Fox Gaden
DUST University Ivy League
540
|
Posted - 2013.06.24 18:46:00 -
[107] - Quote
If you think a weapon or technique is OP, try using it yourself before you post on the forum for Nerfs. Or at least try to consider the other side, and what factors they have to contend with. When everything goes right, a lot of things in this game look OP, at least when you donGÇÖt know how many things had to go right to create the results you see.
If CCP made a BPO for an assault riffle that had the exact same stats as a basic assault riffle and gave it only to people who had a high Kill/Death ratio, people would be crying on the forum for nerfs due to how fast this new assault riffle killed them. DonGÇÖt be one of those people. Think about all the factors involved before you suggest something is OP.
Not to say that the Forge Gun is, or is not OP. Just saying the original poster showed a one sided perspective.
Also, I used the Forge Gun for the first time yesterday. It is going to take some serious getting used to. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.24 22:55:00 -
[108] - Quote
ladwar wrote:Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time. your numbers are wrong for the rail turrets you don't count the charge up time on the first shot just like in forges
You process is wrong. Charge time before the first shot is a large factor in figuring DPS when comparing weapons, otherwise the numbers will not accurately reflect weapon capability. |
Shijima Kuraimaru
WarRavens League of Infamy
255
|
Posted - 2013.06.24 23:05:00 -
[109] - Quote
KEROSIINI-TERO wrote: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?
I would love to fit three damage mods
You've obviously never used, or looked at, heavy suits. If you had you'd know that the Advanced and Proto Basic heavy only has two high slots. All other heavy suits, the Basic Basic heavy and all Sentinel heavies only have one high. So, that said, there is not a heavy suit in existence in the game that will fit three damage mods. |
ladwar
Dead Six Initiative Lokun Listamenn
843
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Posted - 2013.07.12 17:26:00 -
[110] - Quote
Shijima Kuraimaru wrote:ladwar wrote:Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time. your numbers are wrong for the rail turrets you don't count the charge up time on the first shot just like in forges You process is wrong. Charge time before the first shot is a large factor in figuring DPS when comparing weapons, otherwise the numbers will not accurately reflect weapon performance. DPS is hard numbers that don't change because of how/when you start. you are showing Operational damage w/o factors which vary widely from user and when start time is. if you started with .3 left on charge time on both your number will be different and way closer together. charge time for first shouldn't be counted as you count DPS from the first shot is fired, not from start of fight to end of fight, that is operational damage. other factors not counted time to aim, chance to miss/accuracy(both gun/user) time to hit for projectiles(which both have). |
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