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221. 1.8 gallante vs caldari scout - in General Discussions [original thread]
Breaking down a role focused on eHP (i am using advanced, not proto, but the results like reflect the same, havent looked at it yet cause I dont normally run proto) this is using std rifle, std pistol, std nade, 1 quantum scanner and 1 basic RE ...
- by Bones McGavins - at 2014.01.19 16:13:00
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222. 1.8 gallante vs caldari scout - in General Discussions [original thread]
Mac Dac wrote: The cal scout might not be able to catch the gal scout in a stealth game but with a cople precision mods it should ensure gals dont get lazy with their stealth skills as well as catch all the other frames well in advance of actua...
- by Bones McGavins - at 2014.01.19 15:50:00
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223. 1.8 gallante vs caldari scout - in General Discussions [original thread]
Why would I have bias? Both scouts would get there shields back up quick. Caldari quicker yes, but by a few seconds. Which is helpful if you are agressiveky engaging an enemy. But if you are picking your fights and using stealth your downtime betw...
- by Bones McGavins - at 2014.01.19 15:44:00
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224. 1.8 gallante vs caldari scout - in General Discussions [original thread]
I tried building some caldari fits, but the problem with the nice regen is that 2 seconds is still way too long to be in combat. It won't help survive against a good player who knows I'm there. And if we are talking out of combat, 3hp/s armor can ...
- by Bones McGavins - at 2014.01.19 14:24:00
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225. 1.8 gallante vs caldari scout - in General Discussions [original thread]
I was playing with the numbers to try and decide which of these two suits I want to go with. The roles I want to play in battle are three different builds. 1: walking passive scanner. This role would be focused on range enhancement and percisio...
- by Bones McGavins - at 2014.01.19 14:08:00
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226. Some Scanning and Dampening facts for 1.8 - in General Discussions [original thread]
I'm digging the new scout stats. They don't make scanners useless at all. You can still scan any non scout. I pretty much write scanning scouts off entirely. But, you do get a message telling you your scan had error which is enough to tell you to ...
- by Bones McGavins - at 2014.01.18 01:03:00
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227. Why is TTK a problem? - in General Discussions [original thread]
It's not. If Ttk was really so low, scouts wouldn't be considered to be so under powered and nobody would stack damage mods or shield/armor. As it is, adding health still makes a noticeable impact in your survivability and adding damage does the s...
- by Bones McGavins - at 2014.01.16 22:05:00
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228. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
Dumbfire swarms were bad because they could be used as noob tubes. Treating them like AV nades where they can only explode on contract with a tank eliminates that. But that is side-tracking the actual point of the thread, which is damagable/disa...
- by Bones McGavins - at 2014.01.16 20:19:00
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229. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
NAV HIV wrote: Bones McGavins wrote: NAV HIV wrote: They Should Fix the Basics first. Tank Rail Turret Glitch, Lag in game, swarm lock on glitch, Auto Aim, Lag, Framerate and Lag again... Improve hit detection, and so on... it wont ma...
- by Bones McGavins - at 2014.01.16 19:06:00
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230. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
NAV HIV wrote: They Should Fix the Basics first. Tank Rail Turret Glitch, Lag in game, swarm lock on glitch, Auto Aim, Lag, Framerate and Lag again... Improve hit detection, and so on... it wont make shooting tanks fun. Its an inherantly un...
- by Bones McGavins - at 2014.01.16 18:51:00
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231. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
Takahiro Kashuken wrote: Thats basically making hardeners useless If the mods can be hit for 100% all the time then why the **** do i use hardeners? Why even bother with armor or shields if the mods can be hit 100% of the time Even in Wor...
- by Bones McGavins - at 2014.01.16 18:46:00
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232. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
jordy mack wrote: Maybe reread ur subject line Hah. Thanks for the heads up.
- by Bones McGavins - at 2014.01.16 17:39:00
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233. CCP - 1.7 Vehicles are NOT fun - in General Discussions [original thread]
This post doesnt even really address "fun". This is another balance thread. Vehicles/AV does have an issue being "unfun" but its not really balance related. See my other post for more https://forums.dust514.com/default.aspx?g=posts&t=136235
- by Bones McGavins - at 2014.01.16 17:37:00
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234. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
The above idea will drastically change the way infantry vs tank gameplay occurs. Rather than being a DPS race, infantry could engage and position themselves in a way to use supperior aim to be more effective against the tank. Current health/DPS ...
- by Bones McGavins - at 2014.01.16 17:26:00
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235. AV vs Infantry (Forget balance, lets talk fun) - in General Discussions [original thread]
I believe one of the main issues with tank VS AV balance is one of "fun." Regardless of how things are balanced to make matches fair, a majority of players do not want to or enjoy AV. Throughout DUST, fighting tanks has always just been a DPS race...
- by Bones McGavins - at 2014.01.16 17:24:00
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236. Ok CCP, ur aware of the Tank issue. How are u resolving it? - in General Discussions [original thread]
Redline issues also factor in. The one very small Dom map with the null cannon in the open surrounded by hills? The redline is like 200 m from the objective. Tanks can retreat over the redline behind a hill or two with no way for infantry to engag...
- by Bones McGavins - at 2014.01.16 16:56:00
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237. Ok CCP, ur aware of the Tank issue. How are u resolving it? - in General Discussions [original thread]
Anyone who simply says "use teamwork" has clearly never encountered tankers doing the same. A squad with a couple tankers will roll the squad with none. If you need to dedicate half your squad to AV to take out one tank, that tanker now has squadm...
- by Bones McGavins - at 2014.01.16 13:49:00
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238. 1.8 Pushed Back: Mid Feb - Mid March. - in General Discussions [original thread]
They really should do a better job keeping us updated though. That was what was the best part about the last "dev plan". They had weekly blogs to hype us about the next or future patches. And we could anticipate updates at the eom. I wouldnt mind ...
- by Bones McGavins - at 2014.01.15 19:01:00
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239. Less Armor HP + Higher Repair Rate? - in General Discussions [original thread]
Ill agree on hives, but not on rep tools. If anything rep tools should be increased. Id like to see dedicating yourself as a repper to a heavy, increasing the TTK on said heavy a ton if they dont deal with you first. Reducing the small amount of s...
- by Bones McGavins - at 2014.01.15 18:59:00
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240. Tank vs AV: In my opinion. - in General Discussions [original thread]
I would like more "weak spots" on a tank. Maybe they are there, and i do not know of them. But I wouldnt mind a 50% spot on the sides in addition to the current rear and underbelly spots. Also to the folks who say less roads more hills... Hills ...
- by Bones McGavins - at 2014.01.15 18:49:00
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