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241. 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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242. 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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243. 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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244. 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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245. 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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246. 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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247. 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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248. 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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249. 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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250. 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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251. 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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252. The point of AA - in General Discussions [original thread]
Zatara Rought wrote: 1.) Can you prove there is no aim assist on those games at all. Do you see the conundrum of talking about games that are only KBM or only competitive using KBM? KBM's (unfugged) do not :need: aim assist, although you n...
- by KA24DERT - at 2014.11.06 23:51:00
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253. 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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254. 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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255. The point of AA - in General Discussions [original thread]
Zatara Rought wrote: KA24DERT wrote: Zatara Rought wrote: Iskandar Zul Karnain wrote: Pretty sure the point of AA is to make people feel better about themselves. Actually it's use covers a variety of reasons. The most important of ...
- by KA24DERT - at 2014.11.06 02:40:00
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256. Remove AA - in General Discussions [original thread]
Jebus McKing wrote: MAG did not have AA. But then again, controls in MAG were REAAAAAALLY precise and hitdetection was much better than DUST. If controls and hitdetection are fixed then we can tone down AA. A lot of people don't realize ho...
- by KA24DERT - at 2014.11.06 01:14:00
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257. The point of AA - in General Discussions [original thread]
CommanderBolt wrote: Grease Spillett wrote: ok i'll show you... this is ds3 360 transition__0__transition180 KBM Immediate360 Immediate180 no acceleration between the two. Instant left and right theoritically What on earth are you talk...
- by KA24DERT - at 2014.11.06 01:07:00
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258. A change that will radically improve Dust tactical gameplay - in General Discussions [original thread]
+1 The vertical aspects of maps adds more frustration than fun. We need more carnage on the ground!
- by KA24DERT - at 2014.11.05 20:35:00
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259. The point of AA - in General Discussions [original thread]
.
- by KA24DERT - at 2014.11.04 22:12:00
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260. The point of AA - in General Discussions [original thread]
Zatara Rought wrote: Iskandar Zul Karnain wrote: Pretty sure the point of AA is to make people feel better about themselves. Actually it's use covers a variety of reasons. The most important of which is balancing for player skill. htt...
- by KA24DERT - at 2014.11.04 22:11:00
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