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Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2011.06.12 20:37:00 -
[1]
Edited by: Deviana Sevidon on 12/06/2011 20:43:30 From what I have seen the new graphic effect of Blasters do not show up properly.
The first salvo fired shows fine, but on every following one, the bolt turns invisible. To be precise, I see the glow at the barrel of the blasters and the graphic of the bolt hitting the target is there, but the no bolt going from turret to target.
Edit:
Is it also intended that the turrets never retract back into the hull? I know that the turrets did, at least in some of the earlier duality builds.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2011.06.13 00:53:00 -
[2]
This is a deliberate design decision on CCP's part.
Since blasters aren't supposed to work anyway, they just decided to change the effect so now you aren't disappointed when your hot balls of fiery plasmatic death miss the target completely at 6km.
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Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2011.06.13 08:48:00 -
[3]
Blasters are not as bad as some people make them, but I think their range is too short to be useful and the cap use too high, but this thread was not about viable blasters are, but on the bugs that the turrets have at the moment. Especially that CCP will be dissappointed with their testing results.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Daneel Trevize
Gallente
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Posted - 2011.06.13 10:39:00 -
[4]
Cap use is hardly an issue, it's just a tradeoff that would be fair if they had better damage/tracking/range/instant reload/selectable damage types. |
Ogogov
Gallente Test Alliance Please Ignore
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Posted - 2011.06.13 13:40:00 -
[5]
Blasters are precisely as bad as everyone says they are.
There is only ONE blaster module that is not out-tracked by equivalent autocannon (Light Neutron Blaster II)
Other than that, they are outdamaged, outranged, and out-fitted on both CPU, Powergrid and Capacitor requirements by other weapons.
Railguns are even worse.
Gallente hulls also come with their own list of caveats that further compounds the problem (too slow, not agile enough to get initial tackle etc, making them easily kite-able and dead in most cases)
Either way, this argument has been done to death in both the Assembly hall and every eve-related forum on the internet - the final analysis, trolls nonwithstanding, is that hybrids suck.
All I'm pointing out is CCP obviously directed the art department to make changes in order to reflect how badly they suck. |
Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2011.06.13 14:03:00 -
[6]
I am myself dissappointed about the inability, even unwillingness, to fix the problems that hybrid weapons face, and I lost count on the number of suggestions in the assembly hall I supported in the assembly hall, but please do not derail the thread further.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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Deviana Sevidon
Gallente Panta-Rhei Butterfly Effect Alliance
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Posted - 2011.06.15 08:52:00 -
[7]
Ok, some more testing, the medium pulse laser model seems to work properly and I like the slightly asynchronous firing of all guns, but with blasters, the blaster bolts are still invisible and blasters and autocannons to not retract into the hull during warp.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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