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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
170
|
Posted - 2013.06.17 06:11:00 -
[1] - Quote
its starting to feel like DUST514 was made by Capcom where guns made for vehicles are fired from the hip, because FGs are as good as LARGE RAILGUNS aka anti tank tank guns, the large railgun has unlimited ammo and a faster fire rate true, but does less damage and considering its cost in ISK, AUR , PG and CPU and requirements this would be crazy to say its balanced, heavy weapons should be toe to toe with small turrets (the small rail guns need a buff btw) but feast your own eyes on the stats, do take inot mind I didn`t post the cost and power requirments so these stats are actually in favor of the FG and it is still obvious they are OP:
Large railgun turret STD: DD 1106.9 SD 180 BR 2.3 FI 1.8 CUT 0.3 ADV: DD 1272.9 SD 207 BR 2.5 FI 1.8 CUT 0.3 PRO: DD 1438.9 SD 234 BR 2.5 FI 1.8 CUT 0.3
Large compressed railgun STD: DD 1383.6 SD 225 BR 2.5 FI 2.2 CUT 0.2 ADV: DD 1591.1 SD 258.8 BR 2.5 FI 2.2 CUT 0.2 PRO: DD 1798.7 SD 292.5 BR 2.5 FI 2.2 CUT 0.2
Assault FG stats: STD: no item. ADV: DD 1524.6 SD 254.1 BR 2.8 FI none CUT 2.5 PRO: DD 1663.2 SD 277.2 BR 3.0 FI none CUT 2.5
Breach FG stats: STD: DD 2310 SD 231 BR 1.2 FI none CUT 6.0 ADV: DD 2514 SD 254.1 BR 1.4 FI none CUT 6.0 PRO: DD 2777.2 SD 277.2 BR 1.5 FI none CUT 6.0
normal FG stats: STD: DD 1320 SD 232 BR 2.0 FI none CUT 3.5 ADV: DD 1452 SD 245.1 BR 2.8 FI none CUT 3.5 PRO: DD 1584 SD 277.2 BR 3.0 FI none CUT 3.5
normal small railguns: STD: DD 412.5 SD 90 BR 0.7 FI 1.4 ADV: DD 495 SD 108 BR 0.7 FI 1.4 PRO: DD 536.2 SD 117 BR 0.7 FI 1.4
Compressed small railguns: STD: DD 472.5 SD 90 BR 0.7 FI 1.4 ADV: DD 565 SD 108 BR 0.7 FI 1.4 PRO: DD 616.2 SD 117 BR 0.7 FI 1.4
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Queen of Uranus
Dust 514 Forum Trolls
31
|
Posted - 2013.06.17 06:17:00 -
[2] - Quote
Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. |
Delta 749
Kestrel Reconnaissance
384
|
Posted - 2013.06.17 06:20:00 -
[3] - Quote
Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool.
Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off |
Yeva Kalsani
Reckoners
130
|
Posted - 2013.06.17 06:24:00 -
[4] - Quote
So what are you actually suggesting, FG must be weaker or RG must be stronger?
Protip: Either answer is going to make you look like a scrub. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
120
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Posted - 2013.06.17 06:26:00 -
[5] - Quote
if you want to loss your unlimited ammunition and replace it with 12 shots 3k damage each 3 shots before you over heat here you go
Be my guess just don't drag my mlt tank into it |
Queen of Uranus
Dust 514 Forum Trolls
31
|
Posted - 2013.06.17 06:27:00 -
[6] - Quote
Delta 749 wrote:Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off
Recently? Thought you could no longer do that. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
170
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Posted - 2013.06.17 06:31:00 -
[7] - Quote
are you guys crazy? you find me saying this is imbalanced on how strong the FGs are is stupid? no wonder why this game is going so slow we got first time beta testers and people not wanting to give up or admit something is OP. learn to dodge? how about you learn to dodge because clearly a rock hit your head. |
Yeva Kalsani
Reckoners
130
|
Posted - 2013.06.17 06:34:00 -
[8] - Quote
I'm gonna ask it: how much have you actually used a Forge Gun? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4405
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Posted - 2013.06.17 06:37:00 -
[9] - Quote
Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. |
Queen of Uranus
Dust 514 Forum Trolls
31
|
Posted - 2013.06.17 06:42:00 -
[10] - Quote
Shouper of BHD wrote:are you guys crazy? you find me saying this is imbalanced on how strong the FGs are is stupid? no wonder why this game is going so slow we got first time beta testers and people not wanting to give up or admit something is OP. learn to dodge? how about you learn to dodge because clearly a rock hit your head.
Dear crying child, this is not a beta. Also its not our fault we were stuck playing the same builds for 6 months and only "tested" 10% of the actual game. |
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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
170
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Posted - 2013.06.17 06:47:00 -
[11] - Quote
Queen of Uranus wrote:Shouper of BHD wrote:are you guys crazy? you find me saying this is imbalanced on how strong the FGs are is stupid? no wonder why this game is going so slow we got first time beta testers and people not wanting to give up or admit something is OP. learn to dodge? how about you learn to dodge because clearly a rock hit your head. Dear crying child, this is not a beta. Also its not our fault we were stuck playing the same builds for 6 months and only "tested" 10% of the actual game.
its only crying if you read it that way, + I`ve probably been here before you also to those reading her (or his) comemnts look to left, oh wait forum troll clan.... |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
170
|
Posted - 2013.06.17 06:48:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect.
and your saying their bonuses don`t make up for the ISK, PG and CPU costs? |
Yeva Kalsani
Reckoners
130
|
Posted - 2013.06.17 06:53:00 -
[13] - Quote
Shouper of BHD wrote:KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. and your saying their bonuses don`t make up for the ISK, PG and CPU costs? There's another fact that's not in the stats, namely that railguns are mounted on an actual vehicle, while the Forge Gun is carried by a squishy heavy infantry person who lights up like a christmas tree before shots. |
Kane Fyea
DUST University Ivy League
369
|
Posted - 2013.06.17 07:00:00 -
[14] - Quote
/failthread
Use the FG and then say it's OP. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
170
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Posted - 2013.06.17 07:04:00 -
[15] - Quote
Yeva Kalsani wrote:Shouper of BHD wrote:KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. and your saying their bonuses don`t make up for the ISK, PG and CPU costs? There's another fact that's not in the stats, namely that railguns are mounted on an actual vehicle, while the Forge Gun is carried by a squishy heavy infantry person who lights up like a christmas tree before shots.
so your saying the light that's out of range to aerial vehicles viewing distance (most of the time) that the size of a spec that can hide in rubble is less noticeable then a tank? when it comes to vision they are =s to being noticed. if you really want to go into the tank itself and the suit I will be coming back tomorrow with full stats of drop suit and vehicle in it will be a world of hell of comparisons but I think CCP can clear this issue, asking them for a FG vs railgun tank KDR wouldn`t be fare but seeing that they are both anti vehicle can we see vehicle kills done by FGs compared to vehicle kills done by railguns? CCP does have these stats and with them they can answer like a bazillion threads of this argument. |
Queen of Uranus
Dust 514 Forum Trolls
31
|
Posted - 2013.06.17 07:05:00 -
[16] - Quote
Shouper of BHD wrote:Queen of Uranus wrote:Shouper of BHD wrote:are you guys crazy? you find me saying this is imbalanced on how strong the FGs are is stupid? no wonder why this game is going so slow we got first time beta testers and people not wanting to give up or admit something is OP. learn to dodge? how about you learn to dodge because clearly a rock hit your head. Dear crying child, this is not a beta. Also its not our fault we were stuck playing the same builds for 6 months and only "tested" 10% of the actual game. its only crying if you read it that way, + I`ve probably been here before you also to those reading her (or his) comemnts look to left, oh wait forum troll clan....
Everyone reads it that way because the paper is still wet with your tear drops. Imagine that!
I doubt you have been here longer tbh unless you are a DEV and what does my corp have to do with your QQ's? |
Delta 749
Kestrel Reconnaissance
386
|
Posted - 2013.06.17 07:07:00 -
[17] - Quote
Queen of Uranus wrote:Delta 749 wrote:Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off Recently? Thought you could no longer do that.
You just need to get the timing and angle right, if hes at top speed or you do it at a direct angle you will die but otherwise you should land on his hull and enjoy him trying to wave you off with the main gun turret |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
195
|
Posted - 2013.06.17 07:08:00 -
[18] - Quote
CRY MOAR SHOUPER |
stlcarlos989
SVER True Blood Public Disorder.
128
|
Posted - 2013.06.17 07:50:00 -
[19] - Quote
Dude are your serious? Vehicles in Dust are the only things in new eden that have unlimited ammo , I don't play EVE but its my understanding that they have to buy their ammo for their space ships. Also you have the option to recall your tank, so quit QQing because you got into a match were the other team came prepared to counter your shiny expensive toy. |
Charlotte O'Dell
Molon Labe. League of Infamy
507
|
Posted - 2013.06.17 07:59:00 -
[20] - Quote
I think forge guns are fine, but they seem OP compared to the wimpy tanks we're forced to use. Where is my proto tank!?!?!?! |
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Sir Meode
Seraphim Initiative. CRONOS.
669
|
Posted - 2013.06.17 08:06:00 -
[21] - Quote
KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect.
My railgun wont kill a tank as fast as a proto forgegun will |
stlcarlos989
SVER True Blood Public Disorder.
128
|
Posted - 2013.06.17 08:15:00 -
[22] - Quote
Sir Meode wrote:KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. My railgun wont kill a tank as fast as a proto forgegun will
That's why its really easy to kill a forge gunner. |
castba
Penguin's March
8
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Posted - 2013.06.17 08:17:00 -
[23] - Quote
OP, you are implying that you been here for quite a while, but why are you crying over FG's now? Forge guns are one or the few weapons that haven't been buffed/nerfed since the open beta. Why do you think that is? |
Rusty Shallows
Black Jackals
109
|
Posted - 2013.06.17 08:24:00 -
[24] - Quote
stlcarlos989 wrote:Dude are your serious? Vehicles in Dust are the only things in new eden that have unlimited ammo, I don't play EVE but its my understanding that they have to buy their ammo for their space ships. Also you have the option to recall your tank, so quit QQing because you got into a match were the other team came prepared to counter your shiny expensive toy. Even the nice lasers have crystals that burn out. The infinitive ammo supply for turrets was one thing that really surprised me at first. That and having cool down timers instead of a capacitor pool. |
Ninjanomyx
Imperfects Negative-Feedback
75
|
Posted - 2013.06.17 08:35:00 -
[25] - Quote
TC forgot to add that FG Operations reduces Charge Time. IDC though......tbh the Major Issue is the Assault FG. It has faster Charge Time & better Damage than the Basic. They also have better AOE than Rails, so.....yay??? Any idiot arguing the Charge cannot be held making it "Balanced" simply wants to keep their AI/AV Omnificiency. Also, Sidearms apparently don't exist for a Heavy
Supply Depot & Logibro = Ammo + HP Fountain. LogiLav = Tank Transport Roadkillathon. Combine for EZ-Mode.
castba wrote:OP, you are implying that you been here for quite a while, but why are you crying over FG's now? Forge guns are one or the few weapons that haven't been buffed/nerfed since the open beta. Why do you think that is?
They are getting Nerfed. Enjoy the other side of the Tear Faucet :P |
Yeva Kalsani
Reckoners
131
|
Posted - 2013.06.17 08:43:00 -
[26] - Quote
Ninjanomyx wrote:castba wrote:OP, you are implying that you been here for quite a while, but why are you crying over FG's now? Forge guns are one or the few weapons that haven't been buffed/nerfed since the open beta. Why do you think that is? They are getting Nerfed. Enjoy the other side of the Tear Faucet :P What, the damage decay after optimal range of 300m? Last I checked, all my longest-range FG kills, including dropship takedowns, were well within that range. The tears will continue to flow, because the only people who benefit from this "nerf" are dropship pilots (who need more than that to balance them against FG). |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
197
|
Posted - 2013.06.17 08:57:00 -
[27] - Quote
Think I forgot to mention that he's a DS pilot. Don't know when he acquired a tank this build |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
174
|
Posted - 2013.06.17 17:07:00 -
[28] - Quote
RuckingFetard wrote:Think I forgot to mention that he's a DS pilot. Don't know when he acquired a tank this build
I drove tanks before the last repec, I also had FGs over the winter so I have all around experience, I have 8.5 mill SP into DSes at, I had PRO FGs in the winter and when I had tanks I was a all vehicle person as well so now you guys no my experience I challenge those who asked me if I had experience in those roles:
do you use FGs? when and how much SP? do you use tanks more specifically railguns (I got them to PRO, lv4 btw) when and how much SP? so have you been on the receiving and delivering end of this?
Also why now? wow if I`m dumb you are all brain damaged, all of the guns got changed in market place value inclueding heavy weapons and many guns were nerfed to be balanced with the new costs EXCEPT FGs! seeing the ammo argument here seeing that's the 1 thing you can rely on and since you claim both guns are equally balanced then lets say the ISK cost is for ammo! how much ammo would the large railgun cost then mag for mag clip for clip? |
hackerzilla
Defenders of the Helghast Dream
5
|
Posted - 2013.06.17 17:10:00 -
[29] - Quote
Shouper of BHD wrote:its starting to feel like DUST514 was made by Capcom where guns made for vehicles are fired from the hip, because FGs are as good as LARGE RAILGUNS aka anti tank tank guns, the large railgun has unlimited ammo and a faster fire rate true, but does less damage and considering its cost in ISK, AUR , PG and CPU and requirements this would be crazy to say its balanced, heavy weapons should be toe to toe with small turrets (the small rail guns need a buff btw) but feast your own eyes on the stats, do take inot mind I didn`t post the cost and power requirments so these stats are actually in favor of the FG and it is still obvious they are OP:
Large railgun turret STD: DD 1106.9 SD 180 BR 2.3 FI 1.8 CUT 0.3 ADV: DD 1272.9 SD 207 BR 2.5 FI 1.8 CUT 0.3 PRO: DD 1438.9 SD 234 BR 2.5 FI 1.8 CUT 0.3
Large compressed railgun STD: DD 1383.6 SD 225 BR 2.5 FI 2.2 CUT 0.2 ADV: DD 1591.1 SD 258.8 BR 2.5 FI 2.2 CUT 0.2 PRO: DD 1798.7 SD 292.5 BR 2.5 FI 2.2 CUT 0.2
Assault FG stats: STD: no item. ADV: DD 1524.6 SD 254.1 BR 2.8 FI none CUT 2.5 PRO: DD 1663.2 SD 277.2 BR 3.0 FI none CUT 2.5
Breach FG stats: STD: DD 2310 SD 231 BR 1.2 FI none CUT 6.0 ADV: DD 2514 SD 254.1 BR 1.4 FI none CUT 6.0 PRO: DD 2777.2 SD 277.2 BR 1.5 FI none CUT 6.0
normal FG stats: STD: DD 1320 SD 232 BR 2.0 FI none CUT 3.5 ADV: DD 1452 SD 245.1 BR 2.8 FI none CUT 3.5 PRO: DD 1584 SD 277.2 BR 3.0 FI none CUT 3.5
normal small railguns: STD: DD 412.5 SD 90 BR 0.7 FI 1.4 ADV: DD 495 SD 108 BR 0.7 FI 1.4 PRO: DD 536.2 SD 117 BR 0.7 FI 1.4
Compressed small railguns: STD: DD 472.5 SD 90 BR 0.7 FI 1.4 ADV: DD 565 SD 108 BR 0.7 FI 1.4 PRO: DD 616.2 SD 117 BR 0.7 FI 1.4
This might just be a hunch, but I'm pretty sure that's why they are called "anti-armor". Whatever that may mean...
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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
174
|
Posted - 2013.06.17 17:15:00 -
[30] - Quote
hackerzilla wrote:Shouper of BHD wrote:its starting to feel like DUST514 was made by Capcom where guns made for vehicles are fired from the hip, because FGs are as good as LARGE RAILGUNS aka anti tank tank guns, the large railgun has unlimited ammo and a faster fire rate true, but does less damage and considering its cost in ISK, AUR , PG and CPU and requirements this would be crazy to say its balanced, heavy weapons should be toe to toe with small turrets (the small rail guns need a buff btw) but feast your own eyes on the stats, do take inot mind I didn`t post the cost and power requirments so these stats are actually in favor of the FG and it is still obvious they are OP:
Large railgun turret STD: DD 1106.9 SD 180 BR 2.3 FI 1.8 CUT 0.3 ADV: DD 1272.9 SD 207 BR 2.5 FI 1.8 CUT 0.3 PRO: DD 1438.9 SD 234 BR 2.5 FI 1.8 CUT 0.3
Large compressed railgun STD: DD 1383.6 SD 225 BR 2.5 FI 2.2 CUT 0.2 ADV: DD 1591.1 SD 258.8 BR 2.5 FI 2.2 CUT 0.2 PRO: DD 1798.7 SD 292.5 BR 2.5 FI 2.2 CUT 0.2
Assault FG stats: STD: no item. ADV: DD 1524.6 SD 254.1 BR 2.8 FI none CUT 2.5 PRO: DD 1663.2 SD 277.2 BR 3.0 FI none CUT 2.5
Breach FG stats: STD: DD 2310 SD 231 BR 1.2 FI none CUT 6.0 ADV: DD 2514 SD 254.1 BR 1.4 FI none CUT 6.0 PRO: DD 2777.2 SD 277.2 BR 1.5 FI none CUT 6.0
normal FG stats: STD: DD 1320 SD 232 BR 2.0 FI none CUT 3.5 ADV: DD 1452 SD 245.1 BR 2.8 FI none CUT 3.5 PRO: DD 1584 SD 277.2 BR 3.0 FI none CUT 3.5
normal small railguns: STD: DD 412.5 SD 90 BR 0.7 FI 1.4 ADV: DD 495 SD 108 BR 0.7 FI 1.4 PRO: DD 536.2 SD 117 BR 0.7 FI 1.4
Compressed small railguns: STD: DD 472.5 SD 90 BR 0.7 FI 1.4 ADV: DD 565 SD 108 BR 0.7 FI 1.4 PRO: DD 616.2 SD 117 BR 0.7 FI 1.4
This might just be a hunch, but I'm pretty sure that's why they are called "anti-armor". Whatever that may mean...
just a hunch but ALL OF THEESE ARE ANTI ARMOR derp ship! (word play humor!) and 1 of these is held by a fat man, another are mounted in 2s on a vehicle and the other is so large only tanks can hold 1! yet people are saying they are balanced! THATS THE ISSUE! when I say they are OP the other side is saying they are equal to a tanks cannon! they should be equal to the small railgun (but the small railgun needs a buff so that's why their stats are here as well). |
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Pilgrim Plymco
Better Hide R Die D.E.F.I.A.N.C.E
32
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Posted - 2013.06.17 17:22:00 -
[31] - Quote
hackerzilla wrote:Shouper of BHD wrote:its starting to feel like DUST514 was made by Capcom where guns made for vehicles are fired from the hip, because FGs are as good as LARGE RAILGUNS aka anti tank tank guns, the large railgun has unlimited ammo and a faster fire rate true, but does less damage and considering its cost in ISK, AUR , PG and CPU and requirements this would be crazy to say its balanced, heavy weapons should be toe to toe with small turrets (the small rail guns need a buff btw) but feast your own eyes on the stats, do take inot mind I didn`t post the cost and power requirments so these stats are actually in favor of the FG and it is still obvious they are OP:
Large railgun turret STD: DD 1106.9 SD 180 BR 2.3 FI 1.8 CUT 0.3 ADV: DD 1272.9 SD 207 BR 2.5 FI 1.8 CUT 0.3 PRO: DD 1438.9 SD 234 BR 2.5 FI 1.8 CUT 0.3
Large compressed railgun STD: DD 1383.6 SD 225 BR 2.5 FI 2.2 CUT 0.2 ADV: DD 1591.1 SD 258.8 BR 2.5 FI 2.2 CUT 0.2 PRO: DD 1798.7 SD 292.5 BR 2.5 FI 2.2 CUT 0.2
Assault FG stats: STD: no item. ADV: DD 1524.6 SD 254.1 BR 2.8 FI none CUT 2.5 PRO: DD 1663.2 SD 277.2 BR 3.0 FI none CUT 2.5
Breach FG stats: STD: DD 2310 SD 231 BR 1.2 FI none CUT 6.0 ADV: DD 2514 SD 254.1 BR 1.4 FI none CUT 6.0 PRO: DD 2777.2 SD 277.2 BR 1.5 FI none CUT 6.0
normal FG stats: STD: DD 1320 SD 232 BR 2.0 FI none CUT 3.5 ADV: DD 1452 SD 245.1 BR 2.8 FI none CUT 3.5 PRO: DD 1584 SD 277.2 BR 3.0 FI none CUT 3.5
normal small railguns: STD: DD 412.5 SD 90 BR 0.7 FI 1.4 ADV: DD 495 SD 108 BR 0.7 FI 1.4 PRO: DD 536.2 SD 117 BR 0.7 FI 1.4
Compressed small railguns: STD: DD 472.5 SD 90 BR 0.7 FI 1.4 ADV: DD 565 SD 108 BR 0.7 FI 1.4 PRO: DD 616.2 SD 117 BR 0.7 FI 1.4
This might just be a hunch, but I'm pretty sure that's why they are called "anti-armor". Whatever that may mean...
Yeah but when you see the actual numbers something seems either Way OP about the hand-held anti-armor FG or way UP about the mounted ones for vehicles and placements. |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
824
|
Posted - 2013.06.17 17:24:00 -
[32] - Quote
Can I replace my Large Turret with a Forge Gun, please? |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
174
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Posted - 2013.06.17 17:29:00 -
[33] - Quote
Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please?
go with the PRO Breach, does 1k more damage then the compressed PRO large railgun and with the total of 8,400 HP damage per MAG reloading won`t be necessary since the tank would be dead! |
Washlee
Not Guilty EoN.
168
|
Posted - 2013.06.17 17:56:00 -
[34] - Quote
Shouper of BHD wrote:its starting to feel like DUST514 was made by Capcom where guns made for vehicles are fired from the hip, because FGs are as good as LARGE RAILGUNS aka anti tank tank guns, the large railgun has unlimited ammo and a faster fire rate true, but does less damage and considering its cost in ISK, AUR , PG and CPU and requirements this would be crazy to say its balanced, heavy weapons should be toe to toe with small turrets (the small rail guns need a buff btw) but feast your own eyes on the stats, do take inot mind I didn`t post the cost and power requirments so these stats are actually in favor of the FG and it is still obvious they are OP:
Large railgun turret STD: DD 1106.9 SD 180 BR 2.3 FI 1.8 CUT 0.3 ADV: DD 1272.9 SD 207 BR 2.5 FI 1.8 CUT 0.3 PRO: DD 1438.9 SD 234 BR 2.5 FI 1.8 CUT 0.3
Large compressed railgun STD: DD 1383.6 SD 225 BR 2.5 FI 2.2 CUT 0.2 ADV: DD 1591.1 SD 258.8 BR 2.5 FI 2.2 CUT 0.2 PRO: DD 1798.7 SD 292.5 BR 2.5 FI 2.2 CUT 0.2
Assault FG stats: STD: no item. ADV: DD 1524.6 SD 254.1 BR 2.8 FI none CUT 2.5 PRO: DD 1663.2 SD 277.2 BR 3.0 FI none CUT 2.5
Breach FG stats: STD: DD 2310 SD 231 BR 1.2 FI none CUT 6.0 ADV: DD 2514 SD 254.1 BR 1.4 FI none CUT 6.0 PRO: DD 2777.2 SD 277.2 BR 1.5 FI none CUT 6.0
normal FG stats: STD: DD 1320 SD 232 BR 2.0 FI none CUT 3.5 ADV: DD 1452 SD 245.1 BR 2.8 FI none CUT 3.5 PRO: DD 1584 SD 277.2 BR 3.0 FI none CUT 3.5
normal small railguns: STD: DD 412.5 SD 90 BR 0.7 FI 1.4 ADV: DD 495 SD 108 BR 0.7 FI 1.4 PRO: DD 536.2 SD 117 BR 0.7 FI 1.4
Compressed small railguns: STD: DD 472.5 SD 90 BR 0.7 FI 1.4 ADV: DD 565 SD 108 BR 0.7 FI 1.4 PRO: DD 616.2 SD 117 BR 0.7 FI 1.4
Agreed Proto FG does more damage than the Proto Railgun
Doesn't make any sense |
Devil Music
Intara Direct Action Caldari State
25
|
Posted - 2013.06.17 18:06:00 -
[35] - Quote
Sir Meode wrote:KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. My railgun wont kill a tank as fast as a proto forgegun will
but your tank will live longer. you also have twice the range. |
Devil Music
Intara Direct Action Caldari State
25
|
Posted - 2013.06.17 18:08:00 -
[36] - Quote
Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please?
you wont be able to red line any more. your shots wont reach anything |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
175
|
Posted - 2013.06.17 18:09:00 -
[37] - Quote
Devil Music wrote:Sir Meode wrote:KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. My railgun wont kill a tank as fast as a proto forgegun will but your tank will live longer. you also have twice the range.
it also costs like 10x the cost if compared to a PRO FG? FGs don`t use like 1k PG and a ton of CPU, the FG`s cost was lowered but not the stats, what makes the FG beyond the HMG where the HMG got the hammer and nothing was taken away from the FG? even now the HMG isn`t as good as it once was because the cost was changed but not the FG, no the FG must be balanced to a tank`s cannon and be called balanced. |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
827
|
Posted - 2013.06.17 18:10:00 -
[38] - Quote
Devil Music wrote:Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please? you wont be able to red line any more. your shots wont reach anything
I wont have to, with so little PG/CPU being invested into my turrets I could focus on defence, meaning no one will be able to kill me.
Problem solved. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
175
|
Posted - 2013.06.17 18:11:00 -
[39] - Quote
Devil Music wrote:Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please? you wont be able to red line any more. your shots wont reach anything
I know knight, he has the balls to fight in a tank face to face so he's not the redline type, can the FGs on the towers say the same against the redline railgun tanks though? what is the difference between them and.. well sorry for redundancy but them? |
Sgt Buttscratch
G I A N T EoN.
161
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Posted - 2013.06.17 18:13:00 -
[40] - Quote
Forge gunners are great for their job, but far from OP, they are easy sniper targets, have minimal fightback ability when closed down, leave as |
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
176
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Posted - 2013.06.17 18:18:00 -
[41] - Quote
Sgt Buttscratch wrote:Forge gunners are great for their job, but far from OP, they are easy sniper targets, have minimal fightback ability when closed down, leave as
good job bringing in anti infantry roles and bad moments in battle to justify a AV weapon vs AV weapon argument. |
Telleth
DUST University Ivy League
51
|
Posted - 2013.06.17 19:39:00 -
[42] - Quote
I think that game mechanics wise, the FG is a little OP at the moment, but ADV and PROTO tanks should fix that.
On the other hand, lore and just plain common sense wise, it's rather messed up |
iceyburnz
Crux Special Tasks Group Gallente Federation
750
|
Posted - 2013.06.17 19:49:00 -
[43] - Quote
Remember kids, if you don't hit, damage is 0.
In reference to the small vehicle turrets. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
176
|
Posted - 2013.06.17 20:04:00 -
[44] - Quote
Telleth wrote:I think that game mechanics wise, the FG is a little OP at the moment, but ADV and PROTO tanks should fix that.
On the other hand, lore and just plain common sense wise, it's rather messed up
the argument isn`t HP the argument is that the large railgun has to compete with FGs, they should be that close in comparison and both sides of the argument know they are close and some even said even with in defense of FGs! the idiots weren`t realizing that THATS THE ISSUE (not saying you are 1 of them, just find it funny how they were supporting the OP). its that the FG is doing to much damage and should be as good as a small railgun, balance wise small railguns and FGs need to meet half way since FGs are OP and small railguns are UP. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
173
|
Posted - 2013.06.17 21:21:00 -
[45] - Quote
Shouper of BHD wrote:Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please? go with the PRO Breach, does 1k more damage then the compressed PRO large railgun and with the total of 8,400 HP damage per MAG reloading won`t be necessary since the tank would be dead! Just be careful about firing it, because it takes 6 seconds to charge and you'll be a sitting duck while it charges. Then again, who can kill a tank in 6 seconds?
The whole argument that the FG is overpowered is based on pretty shaky math and an adherence to a certain idea about how things work. It's like when people complain that each HMG bullet should do as much damage as an AR bullet. There are a ton of balancing factors that don't even have to do with the weapon itself, but with the roles that can equip the weapons, the other modules that can be equipped, the mobility of the respective bearers, armor/shield levels, susceptibility to other battlefield roles, etc.
I realize this is all going to sound like gibberish to the person who says 2777 damage every 6.0 seconds is better than 1798 damage every 2.4 seconds, but there's a lot more that goes into balancing than just raw damage. |
Sir Meode
Seraphim Initiative. CRONOS.
670
|
Posted - 2013.06.17 21:30:00 -
[46] - Quote
Devil Music wrote:Sir Meode wrote:KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. My railgun wont kill a tank as fast as a proto forgegun will but your tank will live longer. you also have twice the range.
it will live longer than infantry yes, its a tank, whats your point?
it has longer range yes maybe but not longer view distance, a forgegunner has the best view distance in game so its irrelivant how far you can shoot when you cant see an enemy to shoot at.
Railgun view distance is less than forge gun range just so you know! |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
176
|
Posted - 2013.06.18 18:03:00 -
[47] - Quote
Goric Rumis wrote:Shouper of BHD wrote:Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please? go with the PRO Breach, does 1k more damage then the compressed PRO large railgun and with the total of 8,400 HP damage per MAG reloading won`t be necessary since the tank would be dead! Just be careful about firing it, because it takes 6 seconds to charge and you'll be a sitting duck while it charges. Then again, who can kill a tank in 6 seconds? The whole argument that the FG is overpowered is based on pretty shaky math and an adherence to a certain idea about how things work. It's like when people complain that each HMG bullet should do as much damage as an AR bullet. There are a ton of balancing factors that don't even have to do with the weapon itself, but with the roles that can equip the weapons, the other modules that can be equipped, the mobility of the respective bearers, armor/shield levels, susceptibility to other battlefield roles, etc. I realize this is all going to sound like gibberish to the person who says 2777 damage every 6.0 seconds is better than 1798 damage every 2.4 seconds, but there's a lot more that goes into balancing than just raw damage.
CCP can clear this up by showing us the top 10 vehicle killers in the game since they do have recorded stats, also all things considered the FG is OP because:
its to close in comparison to the large railgun, no one can say exactly without doing a ton of math but we know it beyond what is should be.
when the market prices changed the FG was left un touched while the HMG got hammered to adjust to its new cost and barely got recompisated for it, so the FG is WAY better then what its worth. this we know for fact. |
martinofski
Rebelles A Quebec Orion Empire
220
|
Posted - 2013.06.18 18:39:00 -
[48] - Quote
I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
176
|
Posted - 2013.06.18 18:55:00 -
[49] - Quote
martinofski wrote:I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
sorry I forgot what DPS was..... Direct splash damage is all I can think of and if that's it, DD = Direct damage SD = splash damage... |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
838
|
Posted - 2013.06.18 22:21:00 -
[50] - Quote
Goric Rumis wrote:Shouper of BHD wrote:Knight SoIaire wrote:Can I replace my Large Turret with a Forge Gun, please? go with the PRO Breach, does 1k more damage then the compressed PRO large railgun and with the total of 8,400 HP damage per MAG reloading won`t be necessary since the tank would be dead! Just be careful about firing it, because it takes 6 seconds to charge and you'll be a sitting duck while it charges. Then again, who can kill a tank in 6 seconds? The whole argument that the FG is overpowered is based on pretty shaky math and an adherence to a certain idea about how things work. It's like when people complain that each HMG bullet should do as much damage as an AR bullet. There are a ton of balancing factors that don't even have to do with the weapon itself, but with the roles that can equip the weapons, the other modules that can be equipped, the mobility of the respective bearers, armor/shield levels, susceptibility to other battlefield roles, etc. I realize this is all going to sound like gibberish to the person who says 2777 damage every 6.0 seconds is better than 1798 damage every 2.4 seconds, but there's a lot more that goes into balancing than just raw damage.
Means it only takes two smart heavies to coordinate and synchronize their shots to take out a tank that wont even have the chance to fight back.
Breach/Basic Forge Guns should lose accuracy for each second they hold their charge. |
|
Yeva Kalsani
Reckoners
147
|
Posted - 2013.06.18 22:22:00 -
[51] - Quote
Shouper of BHD wrote:martinofski wrote:I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
sorry I forgot what DPS was..... Direct splash damage is all I can think of and if that's it, DD = Direct damage SD = splash damage...
DPS = damage per second |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
200
|
Posted - 2013.06.19 04:28:00 -
[52] - Quote
Most aren't considering the fact that Heavies turn slower than rail guns.... |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1021
|
Posted - 2013.06.19 04:37:00 -
[53] - Quote
Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed.
EDIT: I should add that I'm a dedicated Gunnlogi pilot, and I beleive forges are fine. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
312
|
Posted - 2013.06.19 06:47:00 -
[54] - Quote
Sgt Buttscratch wrote:Forge gunners are great for their job, but far from OP, they are easy sniper targets, have minimal fightback ability when closed down, leave as
Speak for yourself. Snipers are an annoyance. I get a lot of kills with my forge gun fit. My toxin is the only gun that pulls its weight though. I wish i could find out how many kills i have with it. |
Shijima Kuraimaru
WarRavens League of Infamy
222
|
Posted - 2013.06.19 06:52:00 -
[55] - Quote
TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed.
I see what you did there and I like it. You provided the details on the drawbacks of being a Forge Gunner that QQing tanker jocks always brush off as inconsequential. However, I must add mention that the rail turret has twice the range of the Forge Gun and that rail turrets OHK any infantry, including heavies, that it hits. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
585
|
Posted - 2013.06.19 07:21:00 -
[56] - Quote
Sorry dude, but railguns are on a tank that has resistance to small arms and moves at 20x the speed and 10 times the health of a heavy suit. The DPS on a railgun is way higher, it fires twice as fast, has longer range, can zoom, and the cooldown is faster than the reload on a Forge. Tanks die way faster to other tanks than they do a forge.
This thread is dildos. |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 07:21:00 -
[57] - Quote
martinofski wrote:I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
sure... large standard proto rail 798 large compressed proto 817 assault FG proto w/ reduced CUT 886 standard FG proto w/ reduce CUT 603 breach FG proto w/ reduce CUT 617
as you can see the assault forge wins the dps race and this is before damage related skill bonuses but the numbers still holds up.
only compared proto because really do the lower tiers matter? on all the forge I added in the skill to reduce the charge up timer. there is no skill for it in rail turrets or any skill that has an equal for rails so it is for more true comparison of raw numbers. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
585
|
Posted - 2013.06.19 07:23:00 -
[58] - Quote
ladwar wrote:martinofski wrote:I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
sure... large standard proto rail 798 large compressed proto 817 assault FG proto w/ reduced CUT 886 standard FG proto w/ reduce CUT 603 breach FG proto w/ reduce CUT 617 as you can see the assault forge wins the dps race and this is before damage related skill bonuses but the numbers still holds up. dildos. |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 07:33:00 -
[59] - Quote
Ignatius Crumwald wrote:ladwar wrote:martinofski wrote:I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
sure... large standard proto rail 798 large compressed proto 817 assault FG proto w/ reduced CUT 886 standard FG proto w/ reduce CUT 603 breach FG proto w/ reduce CUT 617 as you can see the assault forge wins the dps race and this is before damage related skill bonuses but the numbers still holds up. dildos. I take it you don't like to see your point go wrong
Ignatius Crumwald wrote:The DPS on a railgun is way higher, it fires twice as fast, point in question^ I just shown the DPS so now for the RoF. the RoF on rails is a hard 1.8 for standard and 2.2 for compressed while there is no RoF but a charge up timer and the charge up timer for the assault forge after its skill (5% per level reduce) bring it down to 1.875. if you want to say something have a real point to bring up rather then one sided guesses. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
586
|
Posted - 2013.06.19 07:56:00 -
[60] - Quote
ladwar wrote:Ignatius Crumwald wrote:ladwar wrote:martinofski wrote:I guess they should allow you to but a breach on top of your tank, but bare in mind you will charge for 5+ seconds, while not being able to move at all.
Did you quickly compared DPS by the way? Show us your results.
sure... large standard proto rail 798 large compressed proto 817 assault FG proto w/ reduced CUT 886 standard FG proto w/ reduce CUT 603 breach FG proto w/ reduce CUT 617 as you can see the assault forge wins the dps race and this is before damage related skill bonuses but the numbers still holds up. dildos. I take it you don't like to see your point go wrong Ignatius Crumwald wrote:The DPS on a railgun is way higher, it fires twice as fast, point in question^ I just shown the DPS so now for the RoF. the RoF on rails is a hard 1.8 for standard and 2.2 for compressed while there is no RoF but a charge up timer and the charge up timer for the assault forge after its skill (5% per level reduce) bring it down to 1.875. if you want to say something have a real point to bring up rather then one sided guesses.
You are talking about the first shot, once a railgun is charged it fires faster than an assault forge and can move aroud at full speed zooming in while doing it.
Honestly, this is the stupidest thread I have ever laid eyes on.
Everyone whining about a few hundred damage difference on their 10,000+ HP tank should maybe just take their PS3 and leave it under the rear wheel of a city bus.
|
|
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 08:02:00 -
[61] - Quote
its not even over a hundred points in DPS. I just wanted to state the fact so people stop throwing out incorrect information, if you going to argue have logic and math and numbers behind to back it up. this thread really is not about the damage, it is about idea of realism which is a null idea in games for balance. btw proto forge can take out a RDV in a single clip. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
586
|
Posted - 2013.06.19 08:10:00 -
[62] - Quote
ladwar wrote:its not even over a hundred points in DPS. I just wanted to state the fact so people stop throwing out incorrect information, if you going to argue have logic and math and numbers behind to back it up. this thread really is not about the damage, it is about idea of realism which is a null idea in games for balance. btw proto forge can take out a RDV in a single clip.
There is zero reason for the rail to do more damage than it does. The forge gun, however, is for taking down enemies that have 10X their HP.
The rail gun still kills tanks faster.
You're worried about the wheelchair bound neighbor's massive dork meanwhile your wife has a really small vagina.
No on the RDVs... Not the assault, not without mods. Breach, but that's not really a viable weapon at all. It's just not |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 08:27:00 -
[63] - Quote
Ignatius Crumwald wrote:No on the RDVs... Not the assault, not without mods. Breach, but that's not really a viable weapon at all. It's just not you say that like rail can do it firing without stopping without mods. |
Shijima Kuraimaru
WarRavens League of Infamy
223
|
Posted - 2013.06.19 09:22:00 -
[64] - Quote
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. |
The Robot Devil
BetaMax. CRONOS.
465
|
Posted - 2013.06.19 09:26:00 -
[65] - Quote
Delta 749 wrote:Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off
HAVs need smartbombs. Smartbombs
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
|
Posted - 2013.06.19 11:25:00 -
[66] - Quote
TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed.
see this here children is a 1 sided argument where you only list the issues with 1 side and a positive while listing positives of the other yet completely ignoring its issues because everyone knows since this conversation has been going longer that theres already counter claims to this.
so in stead of repeating myself I`ll just say, yes math is important, it allows you to count with your fingers a trick you haven't learned yet:
1) ISK cost is WAY more, at times 30x more if I`m not mistaken.
2) PG is 1k
3) CPU is above a 100
etc, got to say that you know what your talking about, because the tank can`t take damage from anti trooper guns the weapon must not be OP, thanks for your heavenly logic its been a laugh. |
Shijima Kuraimaru
WarRavens League of Infamy
223
|
Posted - 2013.06.19 12:24:00 -
[67] - Quote
Shouper of BHD wrote:TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed. see this here children is a 1 sided argument where you only list the issues with 1 side and a positive while listing positives of the other yet completely ignoring its issues because everyone knows since this conversation has been going longer that theres already counter claims to this. so in stead of repeating myself I`ll just say, yes math is important, it allows you to count with your fingers a trick you haven't learned yet: 1) ISK cost is WAY more, at times 30x more if I`m not mistaken. 2) PG is 1k 3) CPU is above a 100 etc, got to say that you know what your talking about, because the tank can`t take damage from anti trooper guns the weapon must not be OP, thanks for your heavenly logic its been a laugh.
So you're trying to call out Flying Pig for doing the same thing you are? That's pure ego right there. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1036
|
Posted - 2013.06.19 18:27:00 -
[68] - Quote
Sorry, did I not mention that I almost have 10m SP invested into Gunnlogi's and think forges are fine (they could use a decay effect over range, but that's another story)?
Tanks are expensive because, well, they're tanks, not the tuxedos everyone else is running around with. When you see one on the field, you don't point your AR at it and fire away, you find cover (or spam AV nades; let's talk about those). This kind of battlefield presence should come at a cost, and personally, I think the 1.4m fits I run around with are a pretty good bang for my buck, and I would actually be all for a price increase.
If I force people on the other team to switch to AV, that gimps their ability to fend off other infantry. My presence alone shifts the other teams' composition in favor of our team, who doesn't need to worry about a tank bearing down on them. The tank itself may seem expensive to you, but think about what the sight of one does to the other team.
PG is also fine. Two 15% PG upgrades and you can fit mroe tank than you know what to do with. If you want to have damage, you sacrifice tank. All of these threads being made about tanks not having PG are (for the most part) made by people that can't comprehend sacrificing one aspect for another. You can't have godmode on with an instagib rifle. You choose one, the other, or half of both.
As for your point of CPU being above 100... I'd need you to clarify what you mean on this. I seriously don't understand the point attempting to be made here. |
Aliakin Koreck
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.06.20 05:53:00 -
[69] - Quote
The most op weapon is..........Scrambler pistol.........headshots |
Harry Hendersons
Royal Uhlans Amarr Empire
0
|
Posted - 2013.06.20 17:35:00 -
[70] - Quote
ladwar wrote:its not even over a hundred points in DPS. I just wanted to state the fact so people stop throwing out incorrect information, if you going to argue have logic and math and numbers behind to back it up. this thread really is not about the damage, it is about idea of realism which is a null idea in games for balance. btw proto forge can take out a RDV in a single clip.
Truth speaks loudly |
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
179
|
Posted - 2013.06.20 17:45:00 -
[71] - Quote
Shijima Kuraimaru wrote:Shouper of BHD wrote:TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed. see this here children is a 1 sided argument where you only list the issues with 1 side and a positive while listing positives of the other yet completely ignoring its issues because everyone knows since this conversation has been going longer that theres already counter claims to this. so in stead of repeating myself I`ll just say, yes math is important, it allows you to count with your fingers a trick you haven't learned yet: 1) ISK cost is WAY more, at times 30x more if I`m not mistaken. 2) PG is 1k 3) CPU is above a 100 etc, got to say that you know what your talking about, because the tank can`t take damage from anti trooper guns the weapon must not be OP, thanks for your heavenly logic its been a laugh. So you're trying to call out Flying Pig for pointing out the issues you so conveniently ignored? That's pure ego right there. You get one argument shot out from under you and you find something else and you'll run this pattern in a circle. You're one of those people that just can't admit you're wrong even when something is laid out simply before you. If it's not damage, it's fitting, if it's not fitting it's cost. If you have so much problem with Dust 514's hard counter to armor, maybe you should go play something else. The forge is doing it's job as intended. We can tell because some tank jocks are QQing about it. Not all of them, not even a majority. Just some.
I honestly didn`t think of DPS I latterly forgot it existed so I wasn`t hiding that, secondly stuff that I didn`t provide numbers to I mentioned several times through out he thread, go look for yourself. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
179
|
Posted - 2013.06.20 17:56:00 -
[72] - Quote
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? |
Shijima Kuraimaru
WarRavens League of Infamy
225
|
Posted - 2013.06.21 00:08:00 -
[73] - Quote
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. |
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.21 00:13:00 -
[74] - Quote
Delta 749 wrote:Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off You probably haven't come across someone with intelligence yet. |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:17:00 -
[75] - Quote
buff the rail gun cannons (large turrets) so that they do at least 100 more damage to HP than the forge guns of the same level, that way the logic will make sense, otherwise you should just equipped a breach forge gun as the main cannon on a tank because the rail gun of the same level is weaker which makes no sense |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:20:00 -
[76] - 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.
so then we tank drivers are just supostu sit there and let you take out our hp with your forge gun that does more damage than our rail gun on the same gear level? no I don't think so. |
Shijima Kuraimaru
WarRavens League of Infamy
225
|
Posted - 2013.06.21 06:15:00 -
[77] - Quote
Void Echo 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. So then we tank drivers are just supposed to sit there and let you take out our hp with a forge gun that does more damage than our rail gun on the same gear level? No. I don't think so.
Hey. You've got no excuse. I was taken out by a rail tanker, not for the first time, yesterday while I was jogging. You really can't call what a heavy does running. It was, as usual, OHK. Good shooting.
But yes if you're just going to sit there, I will take out your HP with my Forge Gun. The Forge Gun only does more damage per shot, it doesn't out DPS the Rail Turret as you can see above if you read it. |
Ray Gunmetal
The Red Guards EoN.
1
|
Posted - 2013.06.21 07:23:00 -
[78] - Quote
Void Echo wrote:buff the rail gun cannons (large turrets) so that they do at least 100 more damage to HP than the forge guns of the same level, that way the logic will make sense, otherwise you should just equipped a breach forge gun as the main cannon on a tank because the rail gun of the same level is weaker which makes no sense
trade ya?
you can have the breach forge gun for ur main turret if i get the large railgun as a heavy weapon, both as they are in the game right now of course |
Shijima Kuraimaru
WarRavens League of Infamy
226
|
Posted - 2013.06.21 07:35:00 -
[79] - Quote
Ray Gunmetal wrote:Void Echo wrote:buff the rail gun cannons (large turrets) so that they do at least 100 more damage to HP than the forge guns of the same level, that way the logic will make sense, otherwise you should just equipped a breach forge gun as the main cannon on a tank because the rail gun of the same level is weaker which makes no sense trade ya? you can have the breach forge gun for ur main turret if i get the large railgun as a heavy weapon, both as they are in the game right now of course
Oh heck yeah! I'll take 1100+ DPS, a range of 600 meters, high accuracy, and unlimited ammo even if it means I get an overheat mechanic. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
298
|
Posted - 2013.06.21 08:39:00 -
[80] - Quote
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.
|
|
Deranged Disaster
Seraphim Initiative. CRONOS.
232
|
Posted - 2013.06.21 08:42:00 -
[81] - Quote
The railgun installations are militia/basic grade. Enough said. |
Dustin TheTrash
Ikomari-Onu Enforcement Caldari State
0
|
Posted - 2013.06.22 03:49:00 -
[82] - Quote
I made a video expressing the OP's Concerns
Please leave comment if you agree.
Thanks |
Mobius Wyvern
BetaMax. CRONOS.
2042
|
Posted - 2013.06.22 05:18:00 -
[83] - Quote
http://www.youtube.com/watch?v=WF1tw3Zcvo8 |
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 19:22:00 -
[84] - Quote
Harry Hendersons wrote:Be your own Judge. What game looks like more fun to you? Dust.........Or this......... Planetside 2
Coming to PS4 this year
WTF is this? |
Yani Sing
Krusual Covert Operators Minmatar Republic
2
|
Posted - 2013.06.22 21:16:00 -
[85] - Quote
Flaylock is op |
Scheneighnay McBob
Bojo's School of the Trades
1727
|
Posted - 2013.06.22 21:49:00 -
[86] - Quote
KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. and heavies move at about negative 4 m/s |
LEOn Mendez
Sebiestor Field Sappers Minmatar Republic
0
|
Posted - 2013.06.22 23:24:00 -
[87] - Quote
The floylock needs a balance as im getting killed way more than the smg and quicker. |
Davey Newcome
Ostrakon Agency Gallente Federation
1
|
Posted - 2013.06.23 05:02:00 -
[88] - Quote
The flaylock needs a good tune/balance. Other than that im ok. |
Marston VC
SVER True Blood Public Disorder.
347
|
Posted - 2013.06.23 05:05:00 -
[89] - Quote
The "balance" your looking for can be found in the fact that Heavy suits sprint at 5 m/s while a tank goes over 20 (if im not mistaken). What you lack in damage is made up for in mobility, Though I will admit that its weird how a handheld weapon does more damage then a tank mounted turret. Who knows, maybe one day tanks will get another HP buff, or a PG/CPU buff. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 08:43:00 -
[90] - Quote
Marston VC wrote:The "balance" your looking for can be found in the fact that Heavy suits sprint at 5 m/s while a tank goes over 20 (if im not mistaken). What you lack in damage is made up for in mobility, Though I will admit that its weird how a handheld weapon does more damage then a tank mounted turret. Who knows, maybe one day tanks will get another HP buff, or a PG/CPU buff.
Let me repost this just for you...
Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill 5). 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.
It shouldn't be that hard to understand. |
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
|
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
|
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
|
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
Better Hide R Die D.E.F.I.A.N.C.E
178
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.06.24 18:01:00 -
[105] - Quote
Hey look another QQ thread....lemme see HTFU |
ladwar
Dead Six Initiative Lokun Listamenn
672
|
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
|
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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