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121. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Victor Moody Stahl wrote: I admit some surprise that the result is the same as the CalSent. However, you are still ignoring the fact that the MD is still delicious explodinating murder to all armor mediums and 90% of scouts. If the MD ...
- by KA24DERT - at 2014.11.11 00:38:00
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122. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Our champion has cried FOUL! He demands a more even match, the Caldari Sentinel was too stacked. Bring forth the Amarr Sentinel! Sentinel ak.0, Brick Tank. 552.6 shield 1344 armor vs Commando mk.0, Freedom Mass Driver, two dmg mods Splash: 229...
- by KA24DERT - at 2014.11.10 10:19:00
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123. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Into our arena enter our new contestants: Commando mk.0, six kin assault rifle, 2 damage mods: shield dps: 532.88 (27 per round) armor dps: 720.95 (36.05 per round) Sentinel ak.0, brick tank (bonuses do -15% damage to armor from our commando's c...
- by KA24DERT - at 2014.11.09 22:51:00
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124. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Breakin Stuff wrote: The tears are SPECTACULAR. By the way, your math is wrong nerd. I two shot anything that isn't a proto fit. Is my math wrong because you've caught an error in it? Or is it wrong because your subjective experience doe...
- by KA24DERT - at 2014.11.09 22:47:00
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125. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Breakin Stuff wrote: My triple moddedd EXO-5 mass driver 2-shots every non sentinel in the game that is not a proto brick tank with no regen. Your fit is putting out 362.25 DIRECT, and 175.09 SPLASH per shot, assuming MAX skills. Two shots...
- by KA24DERT - at 2014.11.08 20:02:00
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126. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Breakin Stuff wrote: One weapon being ineffective does not a problem make. Oh wait. Flaylocks. That's two. Everything else works on sentinel suits. Literally everything. Thanks for hi-lighting the imbalance. I think the imbalance should ...
- by KA24DERT - at 2014.11.08 10:37:00
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127. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Victor Moody Stahl wrote: So, you do realize that using THE shield tanking sentinel is of course going to inflate your numbers in your favor, right? Maybe you should have included a max-armor AmSent as well. What's the benefit of me doing ...
- by KA24DERT - at 2014.11.08 10:07:00
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128. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Victor Moody Stahl wrote: KA24DERT wrote: A mathematical analysis of a weapon's actual damage and TTK is irrelevant when talking about bonuses, because "Alpha". Thank you for your contribution. Well, when you say it like that... it just ...
- by KA24DERT - at 2014.11.08 02:38:00
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129. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Victor Moody Stahl wrote: Finally, DPS is a poor measure of performance to use with the MD, given that it has a high(-ish) alpha and also has a generally large-to-obscene amount of splash area . A mathematical analysis of a weapon's actu...
- by KA24DERT - at 2014.11.08 00:04:00
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130. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Here is the core reason for the resistance. Sentinels can't run. There sprint is easily overtaken by a walking medium, even if the medium has a plate or two. Since sentinels cannot avoid the mass driver, they simply s...
- by KA24DERT - at 2014.11.07 22:47:00
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131. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Doshneil Antaro wrote: CCP listens to factual numbers. can some mathematician do the numbers and figure out the TTK of MD vs stock heavies to include how many rounds it takes? My last check off of others math was 17 rounds, but that did not inc...
- by KA24DERT - at 2014.11.07 07:51:00
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132. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
137H4RGIC wrote: Heavy's need to have the explosion resistance because they are meant to defend the point or objective. The reason they defend the point, it's because they cannot chase the scouts or the assault classes. if you remove this explo...
- by KA24DERT - at 2014.11.07 00:46:00
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133. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
hfderrtgvcd wrote: KA24DERT wrote: Fiddlestaxp wrote: KA24DERT wrote: Hit sentinels from range and get a direct hit? That is very, very hard. Move 0.5 meters left or right and my direct hit is now splash. Also, the counter to splash...
- by KA24DERT - at 2014.11.06 23:16:00
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134. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Fiddlestaxp wrote: KA24DERT wrote: Hit sentinels from range and get a direct hit? That is very, very hard. Move 0.5 meters left or right and my direct hit is now splash. Also, the counter to splash on sentinels is their extremely high HP,...
- by KA24DERT - at 2014.11.06 23:03:00
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135. [Suggestion] Increase Mass Driver efficacy against vehicles to 100% - in Feedback/Requests [original thread]
Finn Colman wrote: KA24DERT wrote: Yeah, in favor of this. The mass driver is a close range weapon when it comes to AV, a vehicle user can outrun the MD without a problem. But when they loiter, yes, it's time to get popped. Return efficie...
- by KA24DERT - at 2014.11.04 21:51:00
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136. [Suggestion] Increase Mass Driver efficacy against vehicles to 100% - in Feedback/Requests [original thread]
Yeah, in favor of this. The mass driver is a close range weapon when it comes to AV, a vehicle user can outrun the MD without a problem. But when they loiter, yes, it's time to get popped. Return efficiency to 100% for all MDs.
- by KA24DERT - at 2014.11.04 20:54:00
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137. Buy Respec and Boosters for ISK - in Feedback/Requests [original thread]
Boosters should be buyable with ISK. Really they should just turn boosters into a MLEX, akin to eve's PLEX. As long as you have a MLEX, you gain boosted SP.
- by KA24DERT - at 2014.11.04 10:23:00
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138. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Kensai Dragon wrote: Ok, so the problem is that splash damage doesn't kill Sentinels fast enough for you. There's really only one map that I can think of where Sents crowd up in closed rooms, the Dom with objective and supply both underground. ...
- by KA24DERT - at 2014.11.02 01:38:00
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139. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
DarthPlagueis TheWise wrote: The idea here isn't the resistance to MDs. It's those goddamn OP as hell Remote Explosives. And if you're not carrying fluxes on your MD suit, you're doing it wrong. I can guarantee you that as a full time heavy, ...
- by KA24DERT - at 2014.11.01 22:59:00
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140. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Breakin Stuff wrote: Why my boy, you can 2-shot any non sentinel with good placement and 3 damage mods. If the mass driver becomes efficient against fatties then what will be the counter to mass drivers? Every weapon in the whole game is...
- by KA24DERT - at 2014.11.01 22:50:00
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