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Thread Statistics | Show CCP posts - 6 post(s) |
CharCharOdell
Shining Flame Amarr Empire
1284
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Posted - 2013.10.25 15:49:00 -
[1] - Quote
You are god. I demand we name a tank hull after you |
CharCharOdell
Shining Flame Amarr Empire
1284
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Posted - 2013.10.25 16:04:00 -
[2] - Quote
BARDAS wrote:Sounds like the days where tanks go 50-0 without any fear of death are making a return. Yes, AV needed to be balanced but CCP doesn't know the meaning of small tweaks. They just all out neutered it.
Well actually you will still be able to solo tanks when their hardeners come off. Madrugars can't rep through damage anymore and shield tanks with have 2250 ehp when their hardeners shut off.
These av weapons will be more effective at killing new tanks in an ambush tactic. |
CharCharOdell
Shining Flame Amarr Empire
1284
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Posted - 2013.10.25 16:12:00 -
[3] - Quote
Charge up for rail will probs be like the railgun- hummmm-pew!pew!pew! |
CharCharOdell
Shining Flame Amarr Empire
1284
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Posted - 2013.10.25 17:23:00 -
[4] - Quote
Cenex Langly wrote:Maken Tosch wrote:axis alpha wrote:The nerf of av nade is the re arise of murder taxi I guarantee it.... this is fukin bs Dude... the LAVs got nerfed before the AVs. People don't murder taxi as effectively as they use to. I know from experience even in a match with no AV players on the field. Except you still can't kill Logi LAV's, so reducing the AV damage plus the range just makes them even more of a nuisance.
Tanks have no problem killing LAVs. Make friends with tankers. |
CharCharOdell
Shining Flame Amarr Empire
1284
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Posted - 2013.10.25 17:46:00 -
[5] - Quote
Daxxis KANNAH wrote:Aero Yassavi wrote:Rabbit C515 wrote:Good Job!
Then Where is the Laser Rifle?
Also will CCP adjust the magnification of scope? since their range are increased. Laser rifle is not part of the same class of weapons. Just because it says "rifle" doesn't mean you should compare it with assault rifle, scrambler rifles, combat rifles, and rail rifles. I mean, by that case we should also be trying to compare sniper rifles in this group as well. Has a great point about scope though - ScR and RR could probably get a slightly greater magnification but I doubt it is happening.
Lol. Not that I disagree, but by that logic, rail guns should have a 12x scope. Haha |
CharCharOdell
Shining Flame Amarr Empire
1284
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Posted - 2013.10.25 17:48:00 -
[6] - Quote
Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids.
No, the 0.2 charge Time will nerf it in close engagements. |
CharCharOdell
1370
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Posted - 2013.10.29 05:39:00 -
[7] - Quote
JP Acuna wrote:Soraya Xel wrote:Swarm nerf is once again, way too large, way too fast. I can see a damage nerf, but the lock-on nerf? That pretty much renders dropships invincible and non-removable, and the same goes for sniper tanks behind redlines. A dropship can't hurt you from such distance, why would you want to destroy it?
nope. better get ur own sniper tank, then :)
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1413
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Posted - 2013.10.31 01:27:00 -
[8] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.
only if vehicles cost between 9k for STD and 150k for proto.
also, can my dren AR ohk your suit, too?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
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Posted - 2013.11.19 04:44:00 -
[9] - Quote
Marlon S Pike wrote:New Rifles look great but am concerned about the lock range nerf on swarms - with the speed of tanks let alone dropships and LAV's how to you envision it being possible to get more than one shot off on a target?
if you can't get off 3 volleys in .9 seconds, you're doing it wrong. i think you'll be fine. i still manage to solo tanks with my nerd swarms.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
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Posted - 2013.11.19 04:46:00 -
[10] - Quote
Luk Manag wrote:Templar 514 wrote:Did you actually read the post? Like, this part (emphasis mine): CCP Wolfman wrote:Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. For the record, AV grenade/Swarm changes are equal to the vehicle changes that are also coming in 1.7. So I don't think that it's out of line, that both vehicles and AV weapons are being changed to bring general balance between the two. Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option.
but that makes since. light weapon av = light av effectiveness heavy weapon av = super awesome solo power it makes perfect sense. why should alight weapon kill a heavy vehicle so easily!?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
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Posted - 2013.11.19 04:47:00 -
[11] - Quote
Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
tanks got a 25% pg nerf. a 33% nerf to yolonades and lolswarms is in order.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
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Posted - 2013.11.19 04:51:00 -
[12] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button?
a win button? it'll spend more than half of its time running away. if hardeners are on for 45 seconds, that's 15 seconds in, 15 seconds to kill, 15 seconds to run away, and then almost a minute until it can start over.
tanks will be heavy artillery OR battering rams
i dont think theyll ever be the stomping romping death machines they used to be ever again
if my math is right, then everyone will be happy. tanks will be god mode for a minute, and then easy to solo for the next. this means the days of tanks going 40 and 0 are over
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
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Posted - 2013.11.19 04:53:00 -
[13] - Quote
Fizzer94 wrote:My reasoning behind FGs being OP is that they only sacrifice very little ease of use for very high versatility. IMO if a weapon can kill anything in the game, and OHK people, it should be exceedingly hard to use.
I like to call this concept of making hard to use weapons better 'balancing for skill'.
The FG flies in the face of balancing for skill. It has one of the longest ranges in the game, does the most damage, and has perfect accuracy, and isn't really that hard to use at all.
The only downside of the FG is its charge and its limited Ammo supply, and the charge isn't even much of a downside because you can hold it.
It outperforms the Plasma Cannon in almost every way, despite being easier to use. It has a higher DPS, doesn't have projectile drop(or slow speed), has a faster fire rate and can fire more rounds before it has to reload(which is only barely longer than the Placons reload I might add).
Keep in mind that I don't want to nerf the FGs DPS. It needs it to be an effective AV weapon. What I want is for it to be much harder to use against infantry. In the same way the Placon is better at killing infantry than vehicles, I want the FG to be better at killing vehicles than infantry, by making it harder to use against infantry.
how? the splash nerf to forges did nothing bc people can aim their forge guns. just like the rail, most good forgers dont rely on splash. the get direct hits most of the time.
The best we could do is reduce it's splash to nothing and hope that forge gunners forget how to aim.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1569
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Posted - 2013.11.19 14:06:00 -
[14] - Quote
Pisidon Gmen wrote:CharCharOdell wrote:Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
tanks got a 25% pg nerf. a 33% nerf to yolonades and lolswarms is in order. but how do u change it all at 1 time and expect to know how it will work this is using a railroad spike to hang a pic when all u need is a tack what good is my swarm launcher if i have to be so close with as wide open as the maps are several times i want just 1 more swarm b4 reload do to as i reload they hit the booster and drive a 80 ton tank at lighting speed little tweeks is all thats needed just slowing down the tanks wood have helped and limiting the amount of ammo b4 they have to stop and reload to prevent target spamming But no we nurff every thing related to tanks and what killes them why not just remove them all together then u can take out installations too cause most of them are only good to blow up do to bad placement stop using the 15lb hammer when it only needs a little tap from a tack hammer
stop using metaphors twice in a post.
but no, it is definitely in order because AV got buffed and tanks got nerfed for every recent build after chrome.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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