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Ted Nugget
SVER True Blood Public Disorder.
187
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Posted - 2013.06.29 15:52:00 -
[1] - Quote
missiles and blasters so to speak... http://www.youtube.com/watch?v=Bg8A3DQp9e4
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Shavan D
Zumari Force Projection Caldari State
2
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Posted - 2013.06.29 16:20:00 -
[2] - Quote
I been wanting to talk about this for a long time but he's right, they do.
The missiles need their old splash dang radius back, not there range but just the aoe or something close to it.
Blasters need a better target indicator that dot is to hard to hit for. it's indicator should function more like the Harvey Machine Gun and should do similar damage.
As for the rail gun I don't know, I do ,t use the thing. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
263
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Posted - 2013.06.29 16:29:00 -
[3] - Quote
No one uses rails, they are useless. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1214
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Posted - 2013.06.29 16:32:00 -
[4] - Quote
I do agree that, realistically, a large missile should have a larger explosion radius than a handheld grenade, but in terms of balance, when you take into account infinite ammo (Assault DS with 3 cycled missiles) and being able to hide behind a wall of vehicle HP, it gets kinda complicated.
For blasters, I don't think it's the dot that needs fixing. I think that the blaster should have a bit of a cone to its fire to allow for a bit of inaccuracy. This would actually help speedy dropships land a few spray & pray hits instead of miss every shot because you weren't dead-on with your aim.
Rails... are so extremely niche that they'll never see much of any use. There are those that can utilize them exceptionally well, however I could probably count the amount of good small railers on one hand. |
Mobius Wyvern
BetaMax. CRONOS.
2119
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Posted - 2013.06.29 16:44:00 -
[5] - Quote
TheAmazing FlyingPig wrote:I do agree that, realistically, a large missile should have a larger explosion radius than a handheld grenade, but in terms of balance, when you take into account infinite ammo (Assault DS with 3 cycled missiles) and being able to hide behind a wall of vehicle HP, it gets kinda complicated.
For blasters, I don't think it's the dot that needs fixing. I think that the blaster should have a bit of a cone to its fire to allow for a bit of inaccuracy. This would actually help speedy dropships land a few spray & pray hits instead of miss every shot because you weren't dead-on with your aim.
Rails... are so extremely niche that they'll never see much of any use. There are those that can utilize them exceptionally well, however I could probably count the amount of good small railers on one hand. See, your first point is what really annoys me.
One of the primary arguments against splash radius on vehicle missile turrets every time it's been up for discussion has been vehicles having unlimited ammo to spam the things.
However, the same vehicle users that want usable splash radius refuse to even consider any ammo limitations.
I mean, I actually had someone argue me down over how games like Planetside and Battlefield only have ammunition limitations on vehicles for "realism" and that that has nothing to do with infantry/vehicle balance, which is so pants-on-head-******** it hurts my brain.
What we need: Stop making stupid excuses to try and defend a broken mechanic (unlimited vehicle ammo), and accept what will honestly turn out to be only a slight limitation in exchange for getting some of the power back behind our turrets. |
Takahiro Kashuken
Red Star. EoN.
575
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Posted - 2013.06.29 19:09:00 -
[6] - Quote
Mobius Wyvern wrote:TheAmazing FlyingPig wrote:I do agree that, realistically, a large missile should have a larger explosion radius than a handheld grenade, but in terms of balance, when you take into account infinite ammo (Assault DS with 3 cycled missiles) and being able to hide behind a wall of vehicle HP, it gets kinda complicated.
For blasters, I don't think it's the dot that needs fixing. I think that the blaster should have a bit of a cone to its fire to allow for a bit of inaccuracy. This would actually help speedy dropships land a few spray & pray hits instead of miss every shot because you weren't dead-on with your aim.
Rails... are so extremely niche that they'll never see much of any use. There are those that can utilize them exceptionally well, however I could probably count the amount of good small railers on one hand. See, your first point is what really annoys me. One of the primary arguments against splash radius on vehicle missile turrets every time it's been up for discussion has been vehicles having unlimited ammo to spam the things. However, the same vehicle users that want usable splash radius refuse to even consider any ammo limitations. I mean, I actually had someone argue me down over how games like Planetside and Battlefield only have ammunition limitations on vehicles for "realism" and that that has nothing to do with infantry/vehicle balance, which is so pants-on-head-******** it hurts my brain. What we need: Stop making stupid excuses to try and defend a broken mechanic (unlimited vehicle ammo), and accept what will honestly turn out to be only a slight limitation in exchange for getting some of the power back behind our turrets.
Hear we go on ammo for turrets so i will go through why it is a bad idea currently
1. Cant buy ammo
2. No cargohold to store ammo
3. Turrets do not have clips so what would they be and how long to reload
4. Vehicle locking - We cant lock vehicles so anyone can enter the turrets and spam our ammo which costs us ISK
5, Vehicle kicking - You random in my turret you got in before i could lock the door well i have ejection seats so **** off and stop wasting my ammo
6. How do we refil our ammo? if its special nanohives then we need them in the game and if its from supply depots then you better bring them all down to ground because up at the top of the stairs is a no go |
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