[Suggestion] Basilik, fix/rework ideas

Discussion in 'PlanetSide 2 Gameplay Discussion' started by SerasVic, Nov 12, 2014.

  1. Atis

    No, P2W doesnt mean that. It means that paying gives you big advantage. And buying guns right after they are introduced or buffed means you can use them at their prime, while free player will get enough certs when most guns are about to get nerfed. You can create new character and still have lots of good weapons, because you bought them with SC. You get more nanites for consumables/vehicle/max spam. Effective camo is SC item only.

    Convenience is getting extra memorized loadouts or priority in queue, getting tons of good stuff months before they get nerfed is direct advantage.

    PS2 cash shop is bearable in comparison to average asian MMO, but newcomers wont know that if they login, see overnerfed starting guns, like basilisk, and quit.
  2. CNR4806

    [IMG]

    Once you get pass the initial cert barrier (during which paying does ease the process), cert ceases to be a major problem for buying things you want.

    Unless you're so utterly incapable at generating certs that you can't get the "obviously OP" weapon for the months that it usually takes for SOE to even start looking at it, in which case SC or not you suck anyway.
  3. Borsty

    Convenience is also getting stuff quicker and not having to pay.
    Wrel once made a video about this. Maybe he can convince you.
  4. Pikachu

    Give back that nice 1/3 boost in ROF that it got time ago. :)
  5. Atis

    blah-blah
    Generating certs instead of playing game is another chore for non-donators.
    Unless you are utterly incapable to discern the OP weapon from all OP weapons+faster obtained upgrades for FOTM stuff+more nanites, I can assume you ignored inconvenient facts on purpose and are already out of arguments. Come back when you have something to say, not when you have to say something.

    It would make sense if game didnt have FOTM stuff and resources. Big spender could get premium, xp+resouce boost, buy dalton at day 1 and roflstomp peasants during whole lib rules period and pull libs all the time even before resource revamp. F2P guy would get dalton and all upgrades a month later and still sit on ground for a while after depleting resources. Add camo and ultra chargers to list and see that donator can have an edge in combat for money. Not big deal but there is difference. Now think how big this difference look for newcomer after first tour in Depot or after few rides in sundies with stock guns and with good ones. While SOE did a good job keeping P2W in bay, they sure could do much more to hide it from newbies.
  6. DocteurVK

    In my sig, you can see that I'm here since late 2012.

    I have live through many iterations of the gun.

    If we compare to the very first iteration I remember of we have :

    Better theorical DPS at close range (rof and damage graph)
    Better flexibility due to elevation tweaks
    Faster bullet speed
    Lower theorical DPS at medium ranges against infantry (higher min cof, the very first iteration was very accurate for the first 3 shots).
    Lower theorical DPS at med-long ranges against vehicles due to the min cof, rendering slower bursts inefficient.

    So, basically, I'd say that the basi was first designed to fight ground targets exclusively. It was not the best tool, but it was decent at a longer range than now.

    Next, it got a rof / damage graph change which made it a faster firing weapon with a lower damage per shot, Not bad at all.

    The current iteration made it worse essentially due to the constant cof making it inaccurate against inf at 50ish meters, and aircraft at long ranges (100 ish meters).

    I would like to see an accuracy change :

    Make it very accurate for the first shots, and increase the MAX COF (this way, up close it is still efficient as you aim for big targets, cof doesn't matter that much, and at longer ranges, you fire it slower to remain accurate)
  7. Atis

  8. Atis

    While it's viable solution, making stock machine gun burst-orineted is bad for newcomers. It will as bad as with NC stock LMG, capable but counterintuitive weapon.
  9. AtckAtck

    It is great for hunting lightnings with a sunderer. Close Range it does decent damage.
    But anything beyond 25 m and it is just useless.
    It is basically an anti vehicle weapon, as in theory it would do decent damage against infantry, but you actually never hit anyone with it often enough to kill. The spread is just too high. As a slow fireing high caliber machinegun it should be accurate.

    So my wish would be:
    make it a pinpoint accuracy weapon, but with very slow bullets, that does fixed dmg up to mid range and then near nothing.
  10. SerasVic


    And that's the biggest problem, it's quite ok only on sunderers. We needs separates versions for MBT / harassers that are competitiv. Think of a Wyvern on harasser for exemple that'ld be more suited to the hit and run style of the harasser.
  11. DocteurVK

    Just to clear this out, I didn't ask to make it a burst-fire weapon, you may have been confused with other comments.

    I only said the following :

    • Reduce initial cof to make the gun more accurate for the first shots. This way, you can reliably hit targets past 50m even if you have to keep some trigger discipline not to let the bloom make your gun inaccurate.
    • Buff the round velocity to hit moving targets more reliably.
    • Increase MAX cof a little bit. That way, at close ranges, you can still go full auto as you'll hit big targets, you'll not miss them. At longer ranges, bloom and cof will requiere you to fire slower by tapping or firing bursts of 4-5 accurate shots
    I think those 3 changes would increase the effective range of the gun, and make it much more reliable for hitting distant or smaller targets, without making it too strong
  12. Mongychops

    My take on Basilisks:

    • Slightly tighten the CoF on the MBT Basilisk (by 0.1), and on the Sunderer (by 0.05).
    • Double the stock reserve ammunition on the MBT Basilisk 250 -> 500, if necessary slightly reducing the amount granted per rank of ammunition. This should help new players.
    • Reduce muzzle velocity of Flash and Harasser Basilisk by 50 m/s
    • Increase rate of fire on the Harasser and Flash Basilisk by 50-100 RPM. With my suggestions, as well as having more damage drop off, they will have a bigger CoF and lower velocity than the MBT and Sunderer versions, this RoF buff will help specialise them at short range. This mirrors the Drake / Wyvern relationship on air vehicles.
  13. moriarrr-ceres

    Basilisks are not bad IMO especially on the sunderer. We use it regularly but like all guns you need to practice and to upgrade magazine size, a scope, and more ammo. Its one of the best weapon you can put on the sunderer when you are near friendly units. For beginners i won't give a bulldog because of teamkill and they can also protect themeself against aircrafts. Just put Ammo dispenser and you have the perfect vehicle to help your tank mates.
    On a tank, it's the same upgrade it and it become strong enough for suppressive fire.
    The only vehicles who have problems with it in my opinion are the harasser and the flash, maybe they should have an improved version like the valkyrie.
    The air version (on galaxy and liberator) are meh also they should reduce the spray and give it more range/velocity.
  14. SerasVic


    I agree with you, on sunderer it's quite strong and noob-friendly

    Not at all, there is nothing a basilik does better than a Vulcan except being able to aim up more

    I totally agree, Basilik are sustain fire weapon that are not suited to hit and run tactics of flash / harasser. Higher RPM lower mag is what they need (like Wyvern).

    The drake is ******* awesome man i don't even know what you are talking about. There is no bloom on it, velocity is one of the best in the game (750 m/s) and the damage just doesn't drop => max damage of 250 on a 250 m range ... and drops to 200 at 350m !
    nothing comparable to Basilik which is 250 up to 10m and drops to 167 at 100m (so close range).

    Here is some maths:
    Basilik does 167 dmg at a target past 100m
    A Drake does 250 dmg to a target before 250m

    So a Basilik has to shoot 3 times when the Drake shoots 2 times to have the same DPS in the 100 - 250 m range
    • Up x 1
  15. Takoita

    Obviously, the only possible solution is to replace all Basilisk turrets with a Shredder.

    :D
  16. SerasVic


    :eek:

    plz :rolleyes:
    • Up x 1
  17. Atis

    Problem is, even now at close range Basi misses alot. I still run dual upgraded basilisks at my sundy sometimes and often cant reliably hit infantry at 10+ meters running in a straight line toward you, it takes 25+ shots to kill them with dead-on aim. Yesterday i went fullauto at mosquito, hovering in front of me at 20-30m distance face to face, missed half of shots and its was just spamming tomcats like nothing happens. Dual Basi cant shrug off tankbusting lib, since TB has same effective distance as basi if not better. Bigger cof will kill lefovers of AV potential, while AI or AA potential will still be worse than Kobalt's.
    Main reason to run basi now is lightning or uncerted mbt, you can at least scare them enough to break their aim.

    Basi needs straight buff and only way to get it I see is increasing p2w whine at reddit: "They nerfed free guns, force us to buy fury" and such.