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Thread Statistics | Show CCP posts - 6 post(s) |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
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Posted - 2013.10.26 09:46:00 -
[1] - Quote
Doc Noah wrote:Good to see they nerfed the swarms by 1/3 of it's damage, I was struggling to kill rep tanks and now I dont even need to bother going after them. Rejoice armor tanks, you win.
Our repps will be a 1/3 the power, and you got 2x DPS last update. Calm down scrub, and get someone to help you instead of trying to solo us. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 09:47:00 -
[2] - Quote
Iron Wolf Saber wrote:Fizzer94 wrote:Feedback: the font on those charts... The 6s look like 8s. Also, Combat Rifles look like they don't use much resources, even at prototype. Its minmatar.
Weirdly, the arty's and autocannons on EVE cost more than the Blasters and Rails. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
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Posted - 2013.10.26 10:02:00 -
[3] - Quote
Cosgar wrote:Fizzer94 wrote:It seems the DPS on the Rail Rifles is about the same at the DPS on Blaster Rifles. I was expecting it to be lower as a tradeoff for its range. Maybe the RRs will kick pretty hard? Or maybe they will have the worst hipfire? Probably a lower RoF since the breach was its placeholder. Which brings up a question- what's the scope zoom going to be like on it?
Says ACOG, so I'm assuming 4x. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:03:00 -
[4] - Quote
Fizzer94 wrote:Cosgar wrote:Fizzer94 wrote:It seems the DPS on the Rail Rifles is about the same at the DPS on Blaster Rifles. I was expecting it to be lower as a tradeoff for its range. Maybe the RRs will kick pretty hard? Or maybe they will have the worst hipfire? Probably a lower RoF since the breach was its placeholder. Which brings up a question- what's the scope zoom going to be like on it? I know it has a lower ROF, but it dishes out damage just as fast as the AR. About 450 DPS at standard. This worries me. Here's hoping it has some sort of downside to make up for its range.
high recoil, or heat is what I'm thinking. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:04:00 -
[5] - Quote
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.
It'll probably be put back once they figure out what's up with rendering. Or it might not. I always thought 250m was perfect though. 175 does seem a little short. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:11:00 -
[6] - Quote
TechMechMeds wrote:Jade Dragonis wrote:CCP Wolfman wrote:Hi guys, ItGÇÖs time for some stats! Before you dive in to them let me remind you these are still a work in progress First off there has been a fair bit of speculation surrounding the upcoming Combat Rifle and Rail Rifle. Speculate no more, for here are their current stats: [img]http://web.ccpgamescdn.com/dust/news.control/65248/1/riflestats17.jpg[/img]As a part of their introduction to the game we also plan to rejig the rifle range profiles in line with the weapon type. Rail Rifles are hybrid GÇô railgun tech and are therefore the longest range weapons in the game, followed by laser weapons, projectile weapons and then hybrid GÇô blaster weapons. In the chart below you can see how they stack up Vs one another: [img]http://web.ccpgamescdn.com/dust/news.control/65234/1/rifleranges17.jpg[/img]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. These are the current numbers we are testing: - Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m WeGÇÖre looking forward to hearing your feedback! CCP Wolfman Nice. So now advanced and proto tanks can stomp harder. Brilliant move. Just when you think CCP are getting things right. At least assault is getting more weapons to kill us heavies with. Lets see if they ruin the forge gun like they ruined the HMG. And there aren't any ADV and proto tanks anymore, just std with proto turrets or a specialized standard tank- enforcer.
There's never been PROTO HAV's in the first place, for Adv. either. Just STD. Also, fixed |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:16:00 -
[7] - Quote
Arkena Wyrnspire wrote:DJINN leukoplast wrote:Oh I dunno, the 15 other infantry slaying players on your team seem a good countermeasure to me. Especially seeing as the swarm player is basically defenseless against infantry slayers and can also be insta killed by any vehicle if in range. And lest not forget about all those hills and buildings tankers like to hide behind, nullifying any and all swarms. Now if every player could dual wield a swarm and their favorite light or heavy weapon, then yeah you might have an argument. But no, that's not the case, you just want tank ez mode and portray yourself as a victim so you get buffed and AV gets nerfed . Nerfing AV at all in anticipation of the tank changes is the worst possible idea. You guys get invincible mode back, and AV gets nerfed? Even though we currently need proto AV to adequately scare off, and sometimes blow up, well fit STD tanks? lol. leukoplast, I understand that you're worried about tanks potentially dominating everything as they did in the past. However, you have to look at this objectively. The HP potential of tanks has been reduced significantly, and notably the forge gun hasn't been nerfed. Even the plasma cannon may actually be a vaguely viable AV wepaon in the future.
PLC is obviously getting the nerf bat, and they have to nerf the FG, otherwise it will be too strong compared to the swarm, plus it can still snipe easily. I bet you now, it's getting one. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:20:00 -
[8] - Quote
Chibi Andy wrote:so now with the new RR ranges us heavies have to compete against that now?? screw it, there's no winning against those odds, CCP you might as well remove the heavy class from this game seeing as we get nothing from you and now you want to mess with our FG? i love playing as a heavy but with these new weapon ranges coming out, 100 meters???? really?? just put us out of our misery, get rid of the heavy class and give me my respecs. or give us new heavy weapons already
I bet you after they are done with round one of the vehicle balance (most likely 1.7, so December), it's Scouts and Heavy's turn. SO just wait until January, and see what happens. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:21:00 -
[9] - Quote
Aeon Amadi wrote:Laurent Cazaderon wrote:Those numbers dont strike me as particularly odd.
We should stay cautious regarding the DPS stats as we all know the guns behavior is a major factor in how effective a gun is. Also, we dont have the accuracy rating for those new rifles. And we all know how the DPS from the machine gun seems appealing at first..
So yeah. Wait and see.
Just saying, if the Rail Rifle is based on the Breach Rifle it's going to have a better hip fire accuracy than the Assault Rifle - which means a lot less reliance on the scope, making the Iron-Sighted Assault Rail Rifle superb in the close quarters field because you can stay mobile and stay on target simultaneously. It's seems like it's a better jack of all trades than our current Assault Rifle. I don't think I need to remind everyone how Tactical Assault Rifles were at Hip-Fire not too long ago.
I promise you the RR is going to have **** hipfire. High recoil will make that true. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:08:00 -
[10] - Quote
[quote=Aeon Amadi]
And there aren't any ADV and proto tanks anymore, just std with proto turrets or a specialized standard tank- enforcer.
There's never been PROTO HAV's in the first place, for Adv. either. Just STD. Also, fixed Quote:
There was never a need for tier-based vehicles, the role-based ones served their purpose pretty well (well... Marauders at least..)
I promise you the RR is going to have **** hipfire. High recoil will make that true.
I doubt it, honestly. Submachine Gun has some pretty crazy recoil unless you skill into it and it does pretty damage well at hitting it's target despite having a large hip-fire spread.
Another thing is that if it has high recoil it's going to be less efficient at the longer ranges it's meant for, so until we see some gameplay video showing what it's like there's not much we can do but speculate. I would -like- it to be well balanced but all we have as fact are these numbers, we can't base warning signs on assumption and speculation.
Marauders were supposed to be a high tanked vehicle with a siege module to further that tank. That never happened, as it was all about damage with them.
As for the SMG hipfire, it's only good because it has a decent spread and has a high ROF. |
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Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:16:00 -
[11] - Quote
RydogV wrote:How about a petition to change the name of the current "Assault Rifle" to "Blaster Rifle"? It seems more fitting to the tech and less confusing since all of these weapons are technically part of the Assault Rifle class. ~All In Favor~
nay, Plasma Rifle is the actual name according to the lore, so Plasma Rifle is what it should be called. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:19:00 -
[12] - Quote
Shotty GoBang wrote:On AV Nerfs: Alarming but likely necessary should the formerly proposed vehicle changes be implemented. Proto swarms were effective vs HAVs but largely useless vs Dropships. Not sure why Swarms were smashed and Forge Guns left alone.
On Rifles: Will range-optimized rifles devastate in close quarters (i.e. former TacAR)? Did the vanilla AR dodge a balance pass? Any specific improvements in the works for specialty weapons Laser Rifles and Shotguns?
Forges aren't left alone. Learn to read the entire thread. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:20:00 -
[13] - Quote
Terram Nenokal wrote:Does the rail rifle count as a hybrid weapon? Gallente Assaults want to know.
No **** It's a railgun
But like that matters, it does different damage than plasma based weapons, so hybrid only would count for "hybrid" weapon bonuses. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:32:00 -
[14] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right?
We have people covering our asses when we go into plex's, spotters, spider tanking, etc. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:48:00 -
[15] - Quote
Iron Wolf Saber wrote:Krom Ganesh wrote:Iron Wolf Saber wrote: Yeah 400 meter lock ranges is pretty damn far, I think 175 may be too short but I don't want to see it go over 225 meters. After all its supposed to be a Light AV weapon, not a heavy AV weapon and this brings its parity down with that of the plasma launcher and mass driver, hopefully the plasma cannon will take its racial adjustment and get a damage buff making the minmatar rapid firing, swarms longest range, plasma cannon the most damaging, and whatever amarr light av option comes out the most accurate.
Wait, the MD is supposed to be an AV weapon?!? The breach variant is a capable light av weapon, but for all sakes and purposes its a launcher weapon for the minmatar there wont be like a minmatar rpg launcher yet until there is far more racial parity.
Hopefully, they just make a AA AV weapon like the one in that thread from awhile back. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
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Posted - 2013.10.26 14:56:00 -
[16] - Quote
jace silencerww wrote:Godin Thekiller 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. It'll probably be put back once they figure out what's up with rendering. Or it might not. I always thought 250m was perfect though. 175 does seem a little short. well you are not a dropship person 2 shots on a dropship with an assault forge gun and most are blowed up or hurting so bad they are running away for a few mins, I think the changes are too much of a nerf on swarms. it is hard to kill a good tanker now but after this changes LOL we will need a full squad just for 1 tank. the damage is fine on swarms because most dropships can out run the 2 or 3 shot of a swarmer by flying up or just flying away. but I get they are making so lavs have a chance against a swarm. but if you do this when llav come back they will be kill taxis all over. if you do these changes I know a lot of the people you have will be mad and want a respect which you need to give because people choose those skills and after a few months you change them. it hurts having to start again on looking at new skills just to stay in the game.
1: I am a DS person, just that they cost too much for the said reason
2: I kill HAV's easy with my Wiki swarms, and will continue to do so with these changes. Why? Simple: I will just sneak up on the HAV, and pop it as I have been. If I can' t do it by myself, I'll get another guy to help me. It's not like they are that strong, especially with the changes made to them. |
Godin Thekiller
Hellstorm Inc League of Infamy
1274
|
Posted - 2013.10.26 15:01:00 -
[17] - Quote
Arkena Wyrnspire wrote:CCP Logibro wrote:The Rail Rifle in my experience has a fair bit of kick to it. I'll talk to CCP Wolfman and see if we can get some footage of all four rifles firing a full clip without any input correction (player moving the trigger to keep it on target). Excellent. I look forward to seeing this.
same. |
Godin Thekiller
Hellstorm Inc League of Infamy
1274
|
Posted - 2013.10.26 15:02:00 -
[18] - Quote
Fire of Prometheus wrote:Not sure if this was asked already, but will any variants of the rail rifle be "charge to fire"? (Like the charge sniper)
That would make sense for the TRR. |
Godin Thekiller
Hellstorm Inc League of Infamy
1278
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Posted - 2013.10.26 16:00:00 -
[19] - Quote
Spkr4theDead wrote:Godin Thekiller wrote:jace silencerww wrote:Godin Thekiller 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. It'll probably be put back once they figure out what's up with rendering. Or it might not. I always thought 250m was perfect though. 175 does seem a little short. well you are not a dropship person 2 shots on a dropship with an assault forge gun and most are blowed up or hurting so bad they are running away for a few mins, I think the changes are too much of a nerf on swarms. it is hard to kill a good tanker now but after this changes LOL we will need a full squad just for 1 tank. the damage is fine on swarms because most dropships can out run the 2 or 3 shot of a swarmer by flying up or just flying away. but I get they are making so lavs have a chance against a swarm. but if you do this when llav come back they will be kill taxis all over. if you do these changes I know a lot of the people you have will be mad and want a respect which you need to give because people choose those skills and after a few months you change them. it hurts having to start again on looking at new skills just to stay in the game. 1: I am a DS person, just that they cost too much for the said reason 2: I kill HAV's easy with my Wiki swarms, and will continue to do so with these changes. Why? Simple: I will just sneak up on the HAV, and pop it as I have been. If I can' t do it by myself, I'll get another guy to help me. It's not like they are that strong, especially with the changes made to them. See everybody else? This guy doesn't complain about not being able to instantly destroy a tank with swarms.
Because I am a pilot, and I know how it feels to be insta-popped. Also, I love a challenge. Like, it turns me on completing a hard assignment that has me thinking. |
Godin Thekiller
Hellstorm Inc League of Infamy
1284
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Posted - 2013.10.27 03:13:00 -
[20] - Quote
Thor Odinson42 wrote:Why not nerf the swarm lock on range first, then see if the damage needs to be reduced?
If a tank wants to play up close it should be risky.
Implying that blasters don't exist I guess |
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Godin Thekiller
Hellstorm Inc League of Infamy
1310
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Posted - 2013.10.28 02:22:00 -
[21] - Quote
Ghermard-ol Dizeriois wrote: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. These are the current numbers we are testing:
- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m
WeGÇÖre looking forward to hearing your feedback!
CCP Wolfman Great, now give 9999 Shield Points / 9999 Armor Points to each HAV (Sica and Soma included) and I think we have a balanced game.
Are you implying that they are trying to make us OP? |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
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Posted - 2013.10.28 02:25:00 -
[22] - Quote
Dreggs Ular wrote:iz the combat rifle Minmatar?
yes |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
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Posted - 2013.10.28 02:26:00 -
[23] - Quote
Roy Ventus wrote:So Durka-Durka, I'm guessing the Rail Rifle is the most effective against armor in the same sense that the Scrambler Rifle is the most effective against Shields?
It's on par with the Combat Rifle |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
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Posted - 2013.10.28 02:27:00 -
[24] - Quote
Borne Velvalor wrote:Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. Only proto swarms with complex damage mods and proficiency "murders" HAVs. Everything else just peppers it with its repair unit and hardeners going until it decides to boost around a corner and recall, redeploying later when you've switched away from swarms. EDIT: Also, there's a 55% range reduction PLUS a 33% damage reduction. For reference, this makes post-nerf proto swarms deal the exact same damage as standard swarms. Good luck taking on that Falchion with standard swarms before it magically disappears.
So maybe have a friend to help you out, or hit it while the hardeners are down? |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
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Posted - 2013.10.28 09:38:00 -
[25] - Quote
Commander Tzu wrote:Godin Thekiller wrote:Borne Velvalor wrote:Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. Only proto swarms with complex damage mods and proficiency "murders" HAVs. Everything else just peppers it with its repair unit and hardeners going until it decides to boost around a corner and recall, redeploying later when you've switched away from swarms. EDIT: Also, there's a 55% range reduction PLUS a 33% damage reduction. For reference, this makes post-nerf proto swarms deal the exact same damage as standard swarms. Good luck taking on that Falchion with standard swarms before it magically disappears. So maybe have a friend to help you out, or hit it while the hardeners are down? Wait, hold on, what? You mean to say that you should NOT attack a tank while it has all of it's modules on? So you should wait until it's vulnerable to attack instead of attacking when it is at it's strongest? Whoa, that is a game changer, I mean it's totally unheard of to attack an enemy when they're vulnerable. /sarcasm
So why exactly are you complaining then? it'll have about 5k eHP, so popping it should be easy. You just want easymode swarms. Get out. |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 09:39:00 -
[26] - Quote
Captain Africa Clone1 wrote:Foundation Seldon wrote:Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry. Except this won't be the case. I have to emphasize the following here : HP, Burst Tanking, and Decreased Effectiveness of Infantry Slaying Turrets 1. Tanks have lower HP than they did before 2. There's far more reliance on active modules in order to "tank" any sort of significant damage 3. Finite Ammo means Tanks have to take their focus away from infantry slaying at multiple points in order to resupply AV will still be fulfilling its role by creating areas where the Tank can't effectively pass without taking significant damage, you don't need to kill the Tank in order to ensure that its effectiveness in the match is decreased. More so than that, and I mentioned this in my last post, but balancing AV with respect to ONLY tanks creates the situation that we have now in which Tanks are the only vehicle worth calling out in the middle of a match. I think we can both agree that Dropships are far too fragile in their current state and the LAV class of vehicles is near useless outside of Militia/BPO for transport and the Logistics class for exploiting its insane base resistances. In order to incentivize the use of AV against vehicles though I think it'd be nice to see the return of WP awarded for doing a sufficient amount of damage to Tanks. If dedicated AV won't be getting the majority of their points from killing tanks then I think it'd be nice if they got rewarded for doing enough to deter them. For starters Im not a drop-ship pilot at all , but every role in Dust 514 should have its own little spot in the sun. Personally the drop ship should be very vulnerable against AV BUT Drop ship should be fitted with Super HMG that has the Normal HMG DPS and ROF but additionally have the range (huge range) . I mean its a HMG fitted to a vehicle so it should be a lot bigger and badder than the normal fatty HMG . THIS IS THE ROLE .......IT CAN EASILY DIE BUT BOY IT IS THE BEST MOBILE ANTI PERSONNEL WEAPON AROUND. If you decide to not go anti personnel then fit it with anti tank missiles ...two volleys of swarms of anti tank missiles and the tank should be dead. But you can only fit this type of anti tank on drop ships ... This would make the drop ship a whole lot more valuable on the field but at the same token paper thin against normal swarms.... remember drop ships has speed to outrun swarms... My two cents ... Dropships > General Infantry Infantry AV > Dropships Dropships > Tanks Tanks > Infantry & Infantry AV
No. |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 09:44:00 -
[27] - Quote
ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range.
175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is.
Adapt or die |
Godin Thekiller
Hellstorm Inc League of Infamy
1315
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Posted - 2013.10.28 20:33:00 -
[28] - Quote
pegasis prime wrote:Godin Thekiller wrote:ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range. 175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is. Adapt or die yip 175m is well beyond the effective range on any blaster, if you are attacking blaster tanks closer than 50 m your doing it wrong and if your targeting any rail or missile tank beyond 100 m your doing it wrong.
I attack blaster HAv's within 50m all the time. sneak up on a parked one, hope that it's scanner didn't pick you up, RE's down, set them off, AV nades up the ass, and one swarm later, dead HAV. |
Godin Thekiller
Hellstorm Inc League of Infamy
1315
|
Posted - 2013.10.28 20:36:00 -
[29] - Quote
Atom Heart Mother wrote:touching AV is a big mistake, CCP Wolfman
lol, get good or grab a friend. |
Godin Thekiller
Hellstorm Inc League of Infamy
1327
|
Posted - 2013.10.29 03:54:00 -
[30] - Quote
Delta 749 wrote: You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Our aim and hit detection plus rendering makes our range about the same, so no. Plus, the health is a non-factor when AV comes into play, in which many people has at least to adv. at this point. Plus, we lose most of our mobility for the speed, and we become giant targets, so that one doesn't count. ANd for CAldari HAV's, all you need is 3 fluxes and a breach MD, and it's gone, your're just not creative enough to think of that. There's lots more combo's that you can do too. Lastly, What bonuses do we get? WE risk several games worth of ISK for what? SO we can be the biggest and baddest things on the field. And that's what's happening. Bye bye AR514, hello Dust 514. The mixture era is about to start SOONtm, and it's all thanks to the Saint Wolfman. SUCK IT.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1327
|
Posted - 2013.10.29 03:56:00 -
[31] - Quote
Templar 514 wrote:JP Acuna wrote:But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance? Just quoting the, IMO, relevant portions. Namely, a nerf to the already brokenly terrible heavy class. Seriously, as a part-time heavy, I am incredibly offended by your frothing desire to take the only useful and effective weapon that heavies currently have, and NERF INTO THE GROUND. You sir, are an atrocious disgrace, and I fervently hope that you are Forge Gunned at least 7 times in every single match you play from now until the end of New Eden. Which will coincide with the end of the world.
That just means that the Heavy needs fixing, not to give it one single crutch and ruin everyone else's fun.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1327
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Posted - 2013.10.29 03:57:00 -
[32] - Quote
JP Acuna wrote:New weapons are of course welcome.I just hope my ARs aren't being touched. I use all 4 types and im not interested in getting Caldari fashionable railthing. You guys better wait for more variations of these new weapons to come instead of wanting Gallente AR types removed.
But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
I can understand perfectly the swarm nerf tho. It's kinda made for dropships, since LAVs can outrun them easily by using terrain to their advantage, and Tanks are easier to aim at so there's no need for a lock-on against them. You can't shoot from a dropship from a very long distance, so there's a point in reducing the lock-on range in swarms. But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance?
They are doing Forge Guns. Learn to read the fine print.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1328
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Posted - 2013.10.29 05:04:00 -
[33] - Quote
Delta 749 wrote:Godin Thekiller wrote:Delta 749 wrote: You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Our aim and hit detection plus rendering makes our range about the same, so no. Plus, the health is a non-factor when AV comes into play, in which many people has at least to adv. at this point. Plus, we lose most of our mobility for the speed, and we become giant targets, so that one doesn't count. ANd for CAldari HAV's, all you need is 3 fluxes and a breach MD, and it's gone, your're just not creative enough to think of that. There's lots more combo's that you can do too. Lastly, What bonuses do we get? WE risk several games worth of ISK for what? SO we can be the biggest and baddest things on the field. And that's what's happening. Bye bye AR514, hello Dust 514. The mixture era is about to start SOONtm, and it's all thanks to the Saint Wolfman. SUCK IT. Prove your ranges are worse, pull up the stats of a blaster and compare its optimal and effective ranges to infantry weapons, you beat everything but sniper rifles forges and swarms, that and tanks hiding in the red line with rail guns kills your "We dont have better range" Speed is speed so it still counts even if you arent turning on a dime, grasp those straws Also read the word "practical" can a tank be taken out with grenades and a MD yes but its not practical due to how squishy a suit is and the range of the engagement, its like saying a normal guy can enter a body building competition, doable but not practical so there goes that counter As for all your last stuff it just sounds like a defense of the pay to win model to me, if thats what you want there are plenty of other games that will let you throw money at them to overcome your lack of ability, you wont even need 6 months of tears
Can't do that because like I said, the aiming... dammit my bad, tracking with the turrets is off, the sight is off at times by a slight margin, and hit detection makes it a closer than what it says for the optimal and effective. And therefore you don't because of said things. Plus that's only for blasters; missiles and rails have it worse, especially rails.
Mobility ain't about turning on dimes dipshit. It's about where you can go, which is pretty limited for a vehicle.
As for practicality of ways on taking down vehicles, yes, if it works a lot, and it's not overly difficult, then yea you could say that it's practical. Get on my level scrub, and learn to adapt. Oh wait, all you know how to do is ***** and moan to get your way
Lastly, **** you. this **** has more skill then you. GO play COD if you want no vehicle presence.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1333
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Posted - 2013.10.29 22:47:00 -
[34] - Quote
Justin Tymes wrote:ABadMutha13 wrote:Summing up this entire thread quicklyGǪ.
Tanks get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô HAHAHHA we win we win, stewpid tanks! Tankers GÇôWe donGÇÖt want much just a chance to play our class.
AVGÇÖs get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô WAAAAAAA not fair WAAAAAAAA, someone change my diaper WAAAAAAA Tankers- I think this will balance everything out rather nicely.
More like Tanker Uprising 1.1 = Tanks not worth it no one will run them, even though that's been proven false in PC and Pub matches. Tankers Uprising 1.4 = Swarm supposed buff, Death of tanks, we quit even though we don't. Tankers Uprising 1.7 = Who cares if it's not balanced, after all we've endured we deserve tank supremacy. With alot of WAAAAAAAAAAA. More or less.
Pretty sure the best guys said we're not quitting.... Also, yes, there has been hardly any HAV's in PC as far as I've seen. Only good/really good pilots have been using them, or bluedots who don't know better.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1335
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Posted - 2013.10.30 20:52:00 -
[35] - Quote
BLACK MASK D wrote:seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to?
Combat Rifle is getting a Red Dot Sight, and the Plasma Rifles are sticking with the iron sights. All assault versions are getting iron sights.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1427
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Posted - 2013.11.05 23:59:00 -
[36] - Quote
Iskandar Zul Karnain wrote:I want an under barrel swarm launcher for my forge gun that fires tanks. Nothing counters tanks like 6 flying heat seeking tanks. (Not invisible though for balance). Well call it the tankception-forge-swarm.
Isk, You want to shoot me out of a swarm launcher now?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.06 00:00:00 -
[37] - Quote
Quidam Brujah wrote:DJINN leukoplast wrote:Oh I dunno, the 15 other infantry slaying players on your team seem a good countermeasure to me. Especially seeing as the swarm player is basically defenseless against infantry slayers and can also be insta killed by any vehicle if in range. And lest not forget about all those hills and buildings tankers like to hide behind, nullifying any and all swarms. Now if every player could dual wield a swarm and their favorite light or heavy weapon, then yeah you might have an argument. But no, that's not the case, you just want tank ez mode and portray yourself as a victim so you get buffed and AV gets nerfed . Nerfing AV at all in anticipation of the tank changes is the worst possible idea. You guys get invincible mode back, and AV gets nerfed? Even though we currently need proto AV to adequately scare off, and sometimes blow up, well fit STD tanks? lol. I'd settle for a powerful single-shot swarm launcher that you could carry as a secondary. This game is getting to the point that so many custom fits are required that if a decent tank or two spawn in, better hope there's a supply depot around so you can change to your AV fit and if there isn't or you can't, wait for the next game. A single-shot launcher that packs enough punch and if a squad of 6 fitted with them as a secondary can get them all on target, it might be enough to take down a tank. But the odds would still be in favor of the tank. I would think it would be a fair tradeoff. No one gets caught with their pants down. In order for it to work a squad has to work together and coordinate the action (just like CCP wants in their games). It's not OP because it's a single-shot and there's reload time. If the CPU/PG numbers are low enough it doesn't nerf all the other gear you'd want to carry that you typically need in a match, so you aren't spending either the entire match running away from a tank or trying to get to the supply depot. Sounds like it could work.
What's with not wanting to switch fits when the HAV kills you?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.06 00:01:00 -
[38] - Quote
The dark cloud wrote:I ask again: does the combat rifle will have a 3 round or 7 round burst?
3
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.06 00:02:00 -
[39] - Quote
RydogV wrote:How about a petition to change the name of the current "Assault Rifle" to "Plasma Rifle"? It seems more fitting to the tech and less confusing since all of these weapons are technically part of the Assault Rifle class. ~All In Favor~
Fixed
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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