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![DeadlyAztec11 DeadlyAztec11](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DeadlyAztec11
Max-Pain-inc Dark Taboo
1637
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Posted - 2013.07.23 13:30:00 -
[1] - Quote
...They should also have a harder time killing infantry.
Right now it is backwards. HAV's are easy to kill and they quickly kill infantry. Infantry complain because they die fast and so do tankers. If say we added 50% more HP to HAV's, but took away 35% of their turret damage, I think everybody would be happier. While CCP is at it, HAV's, their modules and turrets, should get their prices slashed by 30%.
What do you guys think?
P.S I am an anti-vehicle player =ƒÿÑ |
![richiesutie 2 richiesutie 2](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
richiesutie 2
Seraphim Auxiliaries CRONOS.
183
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Posted - 2013.07.23 15:19:00 -
[2] - Quote
what about doubling the dmg and halving the rpm of the blasters therefore it would take more skill? |
![Meeko Fent Meeko Fent](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Meeko Fent
Seituoda Taskforce Command Caldari State
350
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Posted - 2013.07.23 16:05:00 -
[3] - Quote
richiesutie 2 wrote:what about doubling the dmg and halving the rpm of the blasters therefore it would take more skill? Both ideas are great.
Plas One. |
![DeadlyAztec11 DeadlyAztec11](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DeadlyAztec11
Max-Pain-inc Dark Taboo
1643
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Posted - 2013.07.23 16:48:00 -
[4] - Quote
Either would work I suppose. |
![Buddha Brown Buddha Brown](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Buddha Brown
Factory Fresh
176
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Posted - 2013.07.23 17:47:00 -
[5] - Quote
I'm not too crazy about reducing the dmg done to infantry, it is a tank afterall with a much larger shell and a lot more firepower so it only makes sense for it to mow down a small suit of armor.
I am an "AV player" in the sense that im spec'd into grenadier and almost always carry AV nades with me, and it almost seems like the tank is shooting beach balls that just cant miss when it comes to infantry. Not sure how best to describe it other than it feels like the tank increases MY hitbox when shooting at me with its turret, like im bulging out from behind the cover im taking to avoid his shots.
I'd be on board for some kind of dispersion factor for blaster turrets, but I feel like it's too much of a bandaid to just reduce dmg vs infantry. |
![Meeko Fent Meeko Fent](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Meeko Fent
Seituoda Taskforce Command Caldari State
351
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Posted - 2013.07.23 17:55:00 -
[6] - Quote
Buddha Brown wrote:I'm not too crazy about reducing the dmg done to infantry, it is a tank afterall with a much larger shell and a lot more firepower so it only makes sense for it to mow down a small suit of armor.
I am an "AV player" in the sense that im spec'd into grenadier and almost always carry AV nades with me, and it almost seems like the tank is shooting beach balls that just cant miss when it comes to infantry. Not sure how best to describe it other than it feels like the tank increases MY hitbox when shooting at me with its turret, like im bulging out from behind the cover im taking to avoid his shots.
I'd be on board for some kind of dispersion factor for blaster turrets, but I feel like it's too much of a bandaid to just reduce dmg vs infantry. Lower the RoF, bump blaster damage.
Increase the Rail Splash Radius a tiny bit please?
I use a Sica with stock turret sometimes, and its just so quite hard to hurt infantry with my mega tank killing murdera 2,500 meter per second slug.
Bring the Larges Splash Radius to 1.0-1.25 meters |
![J Lav J Lav](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
J Lav
Opus Arcana Covert Intervention
149
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Posted - 2013.07.23 18:42:00 -
[7] - Quote
Wow, someone's backwards. I have pounded people with a blaster as they run around in the open. I mean pounded on them, and they won't die.
Have a look at the numbers on these turrets, they do less damage than an assault rifle, cost a mint and they die to a stiff breeze. |
![Asirius Medaius Asirius Medaius](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Asirius Medaius
Planetary Response Organization
52
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Posted - 2013.07.23 19:14:00 -
[8] - Quote
richiesutie 2 wrote:what about doubling the dmg and halving the rpm of the blasters therefore it would take more skill?
Probably among one of the best ideas I have heard in a long time. It keeps the same damage, but you have to take your shots more carefully.
I like it. |
![ladwar ladwar](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
ladwar
Dead Six Initiative Lokun Listamenn
961
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Posted - 2013.07.23 19:19:00 -
[9] - Quote
richiesutie 2 wrote:what about doubling the dmg and halving the rpm of the blasters therefore it would take more skill? you know i think i have a better idea. you know the plasma cannon.... replace the blaster with that instead so it fires like a tank would rather then an vehicle mounted HMG. the small can stay the same but add a launcher small turret as well and this would rebalance missiles at the same time. |
![bear90211 bear90211](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
bear90211
The Tickle Monsters
4
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Posted - 2013.07.23 19:29:00 -
[10] - Quote
Um, double damage with half the RPM, bad idea... its cuz what if that tanker had a damage mod, it would be doing around 200, and 350(IONS) and would fire like a normal unmoded turret, and upping the HP would make them OP, PS im a tanker.
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![bear90211 bear90211](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
bear90211
The Tickle Monsters
4
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Posted - 2013.07.23 19:31:00 -
[11] - Quote
soo... light suit- 1 hit kill, medium suit-1/3 hit kill, heavy... the heavys will be murderd... -3/5 hit kill. |
![Halador Osiris Halador Osiris](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Halador Osiris
Dead Six Initiative Lokun Listamenn
486
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Posted - 2013.07.23 20:43:00 -
[12] - Quote
I'd be OK with them nerfing large blaster tracking speed into the ground. |
![ladwar ladwar](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
ladwar
Dead Six Initiative Lokun Listamenn
965
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Posted - 2013.07.23 20:59:00 -
[13] - Quote
Halador Osiris wrote:I'd be OK with them nerfing large blaster tracking speed into the ground. hm... *looks up.... BANG* hey why are you up there, i shot you down so i could talk to you ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png) |
![SponkSponkSponk SponkSponkSponk](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
SponkSponkSponk
The Southern Legion
106
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Posted - 2013.07.24 01:23:00 -
[14] - Quote
ladwar wrote:hm... *looks up.... BANG* hey why are you up there, i shot you down so i could talk to you ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png)
Agreed. Large Turret max elevation is way too high.
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![Meeko Fent Meeko Fent](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Meeko Fent
Seituoda Taskforce Command Caldari State
358
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Posted - 2013.07.24 02:03:00 -
[15] - Quote
ladwar wrote:richiesutie 2 wrote:what about doubling the dmg and halving the rpm of the blasters therefore it would take more skill? you know i think i have a better idea. you know the plasma cannon, with better damage of course.... replace the blaster with that instead so it fires like a tank would rather then an vehicle mounted HMG. the small can stay the same but add a launcher small turret as well and this would rebalance missiles at the same time. That's why you have the Railguns and the Large lolMissiles. |
![Harpyja Harpyja](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Harpyja
DUST University Ivy League
364
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Posted - 2013.07.24 02:13:00 -
[16] - Quote
Making tanks last longer but taking a longer time to kill infantry will cancel each other out. It will be as helpful as the HP "buff" vehicles received. 10% resists with level 5 skill while all infantry weapons got a free 10% damage buff: cancelled each other out. |
![DeadlyAztec11 DeadlyAztec11](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DeadlyAztec11
Max-Pain-inc Dark Taboo
1659
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Posted - 2013.07.24 02:28:00 -
[17] - Quote
Harpyja wrote:Making tanks last longer but taking a longer time to kill infantry will cancel each other out. It will be as helpful as the HP "buff" vehicles received. 10% resists with level 5 skill while all infantry weapons got a free 10% damage buff: cancelled each other out. Not this time. As you may have read, turrets will only get there damaged reduced by 35%. If HP was increased by 50%, that would mean that turrets will still have a 15% advantage. Not much, but it is something to work with. |
![Doyle Reese Doyle Reese](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Doyle Reese
OSG Planetary Operations Covert Intervention
314
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Posted - 2013.07.24 02:39:00 -
[18] - Quote
HAVs being so easy to kill is actually a side effect of the whole LAV dilemma, the fact that LAVs were that effective pretty much forced everyone to spec into some sort of AV to deal with them, which means that the slower tanks just get murdered by the increase of AV weapons on the field |
![ladwar ladwar](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
ladwar
Dead Six Initiative Lokun Listamenn
969
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Posted - 2013.07.24 02:44:00 -
[19] - Quote
Meeko Fent wrote:ladwar wrote:richiesutie 2 wrote:what about doubling the dmg and halving the rpm of the blasters therefore it would take more skill? you know i think i have a better idea. you know the plasma cannon, with better damage of course.... replace the blaster with that instead so it fires like a tank would rather then an vehicle mounted HMG. the small can stay the same but add a launcher small turret as well and this would rebalance missiles at the same time. That's why you have the Railguns and the Large lolMissiles. im sorry but a blaster just doesn't seem like it would be able to do that much damage to vehicles which it does the only real idea is to closer to an autocannon or rail gun. and this would silence missiles user because they would both be on par rather then worlds apart like they are now. (missiles= completely useless when you have blasters that do both AV and AI because missiles can never used effectively on AI while blasters can while blasters have the same level of AV) |
![DeadlyAztec11 DeadlyAztec11](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DeadlyAztec11
Max-Pain-inc Dark Taboo
1659
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Posted - 2013.07.24 02:47:00 -
[20] - Quote
Doyle Reese wrote:HAVs being so easy to kill is actually a side effect of the whole LAV dilemma, the fact that LAVs were that effective pretty much forced everyone to spec into some sort of AV to deal with them, which means that the slower tanks just get murdered by the increase of AV weapons on the field Yes this is true... For most dudes, I did it before I knew LAV's were gonna be probs ![Lol](https://forums.dust514.com/Images/Emoticons/ccp_lol.png) |
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![True Adamance True Adamance](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
812
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Posted - 2013.07.24 03:09:00 -
[21] - Quote
DeadlyAztec11 wrote:...They should also have a harder time killing infantry.
Right now it is backwards. HAV's are easy to kill and they quickly kill infantry. Infantry complain because they die fast and so do tankers. If say we added 50% more HP to HAV's, but took away 35% of their turret damage, I think everybody would be happier. While CCP is at it, HAV's, their modules and turrets, should get their prices slashed by 30%.
What do you guys think?
P.S I am an anti-vehicle player =ƒÿÑ
No tanks should kill infantry very easily, they should not be harder to kill or cost less.
All infantry equipment and modules should cost much much more making losing 3-4 suits equivalent to losing a tank.
Av's should get the outing and be replaced with high damage breaching charges we attach to tanks up close. |
![richiesutie 2 richiesutie 2](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
richiesutie 2
Seraphim Auxiliaries CRONOS.
188
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Posted - 2013.07.24 08:28:00 -
[22] - Quote
bear90211 wrote:Um, double damage with half the RPM, bad idea... its cuz what if that tanker had a damage mod, it would be doing around 200, and 350(IONS) and would fire like a normal unmoded turret, and upping the HP would make them OP, PS im a tanker.
exactly![Twisted](https://forums.dust514.com/Images/Emoticons/ccp_twisted.png) |
![DeadlyAztec11 DeadlyAztec11](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DeadlyAztec11
Max-Pain-inc Dark Taboo
1661
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Posted - 2013.07.24 12:06:00 -
[23] - Quote
True Adamance wrote:DeadlyAztec11 wrote:...They should also have a harder time killing infantry.
Right now it is backwards. HAV's are easy to kill and they quickly kill infantry. Infantry complain because they die fast and so do tankers. If say we added 50% more HP to HAV's, but took away 35% of their turret damage, I think everybody would be happier. While CCP is at it, HAV's, their modules and turrets, should get their prices slashed by 30%.
What do you guys think?
P.S I am an anti-vehicle player =ƒÿÑ No tanks should kill infantry very easily, they should not be harder to kill or cost less. All infantry equipment and modules should cost much much more making losing 3-4 suits equivalent to losing a tank. Av's should get the outing and be replaced with high damage breaching charges we attach to tanks up close. You talking about militia stuff!? Because I would leave this game so fast if this ever happened. |
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