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Thread Statistics | Show CCP posts - 6 post(s) |
Spkr4theDead
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Posted - 2013.10.25 11:12:00 -
[1] - Quote
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 What about the variants for AV? Assault and breach forge guns, assault swarm, sleek and packed AV grenades?
It looks like you're nerfing AV to still be generally on par with the total HP of vehicles, which just doesn't help. If you want great tank battles, then they're going to have to be their own AV. Plus with a recharge penalty to vehicle shield extenders, I'll throw out there that the forge gun should be nerfed as well. Maybe a .25m to .50m splash damage, and a parallel nerf to damage to reflect the overall lower HP of tanks. |
Spkr4theDead
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Posted - 2013.10.25 11:14:00 -
[2] - Quote
pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. All they're doing though is nerfing AV to be at the same level it is today, but reflecting the overall lower HP threshold of future vehicles. So it's still basically going to be the same.
But I really do like the lock on range nerf. |
Spkr4theDead
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Posted - 2013.10.25 11:17:00 -
[3] - Quote
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. So it's taking a guy that's been living with destructive endocrine disease for 12 years to point out that the nerf to AV is parallel to the nerf in overall vehicle HP, thus making the balance between AV and vehicles mostly the same?
Do you really need such a crutch? Maybe you should go to an older Call of Duty where you can get a tactical nuke as a kill streak reward. |
Spkr4theDead
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Posted - 2013.10.25 11:21:00 -
[4] - Quote
Also, too bad I don't have computer access at work to have seen this when it was posted. I don't have any kind of case for my tablet so I can't bring that either. |
Spkr4theDead
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Posted - 2013.10.25 11:22:00 -
[5] - Quote
Beld Errmon wrote:Delta 749 wrote:Hmm you know this reminds me of something, didnt tankers say they shouldnt die so easily because of how much isk they spend? Well here we have a suit made of glass that can only maybe kill something cheaper while dying to it in seconds I mean if tankers were really concerned about balancing to isk cost they should be all over this right since its not fair which was a big part of the arguments Ive seen Even a militia tank costs more than a protoswarm suit. You and ppl like leukopuss must be absolutely balling your little eyes out, months of spouting complete horse s*** hasn't paid off, now you can cry and kick all you like CCP never changes its mind once it states stuff like this. Sadly you irrational pole smokers can't see how good these changes really are, when both sides hate the outcome the negotiator has done his job. LOL
+1 beer to you. |
Spkr4theDead
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Posted - 2013.10.26 06:18:00 -
[6] - Quote
skippy678 wrote:you guys think its ok to take 30% damage off of the swarm launcher? really? thats stupid.....and really not doing anything to the Forge....whatever..... Did you look at any of the proposed vehicle changes? Madrugar hull might have 4000 base armor. If they stick with that, a lot of tankers will be using one heavy complex repair module and two complex armor hardeners. We won't be putting on any extra armor.
AV is being nerfed to still be at basically the same level it is now vs vehicles. It won't change anything at all. The only real nerf is going to be to the lock range. |
Spkr4theDead
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Posted - 2013.10.26 06:20:00 -
[7] - Quote
skippy678 wrote:skippy678 wrote:you guys think its ok to take 30% damage off of the swarm launcher? really? thats stupid.....and really not doing anything to the Forge....whatever..... I got bigger problems like my damn mic needing me to log in and out before it works.. but honestly the Forge gun is the most OVER powered item in this game, and overlooking that is a bigger problem here Im not gonna be too grumpy because I pretty much stopped using my proto swarms anyway because nobody drives any thing but basic vehicles anymore anyway If you asked a vehicle guy what the worst OP weapon is for them and they will say FOrge....with a few second charge you can deal 3000+ damage...almost 1.4 full clips of proto swarm to equal that..at the new numbers no sence... ill just use the Forge more, I gotta sayTaking 30% damage off of something that someone put millions of sp into kinda sucks... Before anybody gets grumpy about this...remember.... You could have your SP into Vehicles in the first place..then you should be grumpy. If there is a vehicle SP reset which there could be considering the change in the skill tree....I have one word of advice...take ALL those points and put em into an AR Logi.....unless you find the need to get some proto gear on your basic vehicle for the next 8 months.. Lol do you even forge? Wiyrkomi breach takes 6 seconds to charge before skills. It does 2772 damage before skills. It's ridiculously powerful, but needs to be aimed.
OP AV? Swarms and AV grenades. They're easy, because the game takes care of aiming them. |
Spkr4theDead
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Posted - 2013.10.26 15:40:00 -
[8] - Quote
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. |
Spkr4theDead
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1135
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Posted - 2013.10.28 23:18:00 -
[9] - Quote
Ydubbs81 RND wrote:Looks like I'm late to this party....as usual.
Anyway please CCP..consider this.....the health of logi lavs and HAVs. How could you put the hammer on AV nades and SL lock on distance? A LAV will be able to simply drive out of range before we will be able to lock on it. Even if we get one shot on it...logi lavs will eat that proto swarm launcher and keep it moving. Packed AV nades were a joke against lavs (especially logi lavs)...now you're making the proto av nade weaker than a current packed AV nade?? Where is the sense in that? I need you guys to play this game when you guys are considering nerfing things.
Have you guys played this game where a tank just sits on a hill (that you guys allow because of the design of these maps) and rails down on objectives? How will we be able to scare him off of the redline now? Now, you're making it so only heavies can attack vehicles...but what if there aren't any in the game? We will just have to die aimlessly then, huh?
I'd rather you give the tanks more health or more effective modules for survivability then to remove our only ways to defend ourselves. I mean, seriously.....proto AV nades 1000hp??? What will that do for tanks and lavs with armor and shield resistance? Some logi lavs still had shields after 3 Lai Dai Packed nades hit them....how will we defend ourselves against them now?
This is the only game where you have to go AV OR Assault. AV nades are going to be a joke against a good tank now and SLs just the same. But for assault class, the SL is our best defense and we can't even use a SL with our primary weapon....which leaves us vulnerable to infantry. It will require 3 or 4 assaults at the same time to take a tank out...and now, all the tanks have to do is run a few meters.
This is another bad idea, CCP...horrible, in fact. You guys don't ever compromise...it is always one extreme or the other. And that is terrible practice as far as balancing a game is concerned. Wow, all this coming from a guy that's never before worried about vehicles, calling them an annoyance rather than a game changer. Why are you worried about tanks? You're not going to use them. You don't bring heavies into PC? You don't bring tankers into PC? And I'll mention again, Logi LAVs are being removed. You make it sound like swarm launchers are being nerfed to the level the plasma cannon is currently at. You haven't yet realized that AV is being nerfed to the level that tanks are going to be nerfed, which will basically keep the tank and AV balance the same as it is now.
Go back to your AR 514. |
Spkr4theDead
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Posted - 2013.10.28 23:58:00 -
[10] - Quote
Fist Groinpunch wrote:Talos Vagheitan wrote:ryo sayo mio wrote:respec on av now please Tanks are getting limited ammo. Should balance out Would recalling the tank, then calling in a new one reset the ammo count? If yes, what is stopping the tanker from hightailing an empty tank to his redline and replenishing the ammo that way? Why can infantry select the same suit at a depot to get full ammo right away? |
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Spkr4theDead
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Posted - 2013.10.29 00:20:00 -
[11] - Quote
Delta 749 wrote:Robert Conway 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. True. But if you do have your own tanker with you, even if it poorly fit, that poorly it tank (scissors) + an av infantry (paper) should beat the other tank(rock). So av infantry can be used as leverage to help out your vehicle teammates. This is a team based game after all. :) This is a team based game but you dont need team work to drive a tank or to increase its offensive ability or defensive ability in anyway, please explain how "This is team based" holds up under that? And since the obvious thing to mention is small turrets Ill counter that right now, small turrets will be removable which is something many tank drivers have been asking for and is the first thing many plan to remove thus negating even the illusion of a good tank requiring teamwork to operate Yet your double standards are that it shouldn't take teamwork to destroy a tank. |
Spkr4theDead
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Posted - 2013.10.29 00:22:00 -
[12] - Quote
Atom Heart Mother wrote:touching AV is a big mistake, CCP Wolfman But they're nerfing the total amount of HP any tank can have, plus they're getting rid of active repair modules for armor tanks.
Did you even look at all the proposed numbers? Why are you complaining? |
Spkr4theDead
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Posted - 2013.10.29 00:24:00 -
[13] - Quote
Kristoff Atruin wrote:I attack tanks closer than 50m all the time. Tankers never use 3rd person, so if you come up behind them they don't know you're there unless you get scanned. Pop 3 advanced AV grenades on him once his hardeners are down and follow up with a swarm, and they start running for cover. As long as you've picked an ambush location that doesn't have cover nearby he's toast, thanks to the nearly infinite lock range.
I kill madrugars like this several times a week...with a militia swarm launcher.
All the QQ from the duvolle AR users who are upset about their favorite weapon not being the best at all ranges is pure gold. Yeah...you skilled into a close range weapon. You can't just run straight across a field anymore like you're some kind of god, big deal. Learn a thing or two from the shotgun users and get close to the rail rifle guy, he won't stand a chance. Easy tactic against Somas and Sicas that are poorly piloted. |
Spkr4theDead
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Posted - 2013.10.29 01:27:00 -
[14] - Quote
Mac 3030 wrote:Well the swarm launcher Nerf and AV Nerf... It will be just like in the beta with 4 tanks and now assault drop-ships to deal with too... seems you want to have the actual infantry removed from game. With no real way to counteract these. That is without everyone in tanks and drop-ships... Sounds like a game called EVE... where is this FPS heading...
Well i guess now we will be wearing forge guns... Till they get nerfed.... You can put 16 Cal Logi suits with Duvolle TARs and Core Flaylocks on each side, but you can't put 16 tanks on each side, because vehicles are capped at 7 per team.
You all make it sound like tanking is going to become the flavor of the month, with teams somehow deploying 16 tanks at once on the field.
Assault dropships are being removed. Try again |
Spkr4theDead
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Posted - 2013.10.29 02:20:00 -
[15] - Quote
Evane Sa'edi wrote:As a proto swarm user I find that the proposed changes are a joke and is only a gift to all users of vehicles. I have seen the damage cut from 350 per missile to 330, the removal of dumb-fireing & the internal magazine cut to 3 flights. It is shear stupidity to cut the range of an anti-armour missile launcher. swarm lanuncher already have to ambush Hav's as their guns have greater range and damage. You should try to copy current anti-armour systems which have better range and damage potential than in game weapons. LOL Greater range and damage? You must be playing a different game. Go away |
Spkr4theDead
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Posted - 2013.10.29 03:54:00 -
[16] - 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?
Swarms obviously, because they lock on.
If you can't destroy tanks, you're doing it wrong. |
Spkr4theDead
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1135
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Posted - 2013.10.29 04:32:00 -
[17] - 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 What part about "terrible rendering" don't you understand? You obviously have no idea what it's like to tank. |
Spkr4theDead
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1135
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Posted - 2013.10.29 04:33:00 -
[18] - Quote
Delta 749 wrote:Spkr4theDead 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?
Swarms obviously, because they lock on. If you can't destroy tanks, you're doing it wrong. We should call you ostrich with all that time you spend with your head in the sand, also you should petition for dumb fire swarms since you cry about them so much Hell I would even sign that since if you give me direct fire I wont have to worry about them hitting the ground or rocks or walls and what have you and could get you to cry even more about them And since I know its coming because you also cry about guys on roof tops, if you were actually a decent tanker you would be shooting down dropships at the start of a match and then you wouldnt have to worry about them, hell if they are desperate to get up there you could be farming dropships for a match I know Ive done it myself a few times and no more worrying about forge gunners on rooftops Honestly Im surprised most tank drivers havent figured that out since even including the angle limitations on the turrets there are a lot of areas that let you angle up by driving on them LOL You obviously have never been in a PC either. Don't talk to me about things you know nothing about. |
Spkr4theDead
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Posted - 2013.10.30 23:07:00 -
[19] - Quote
Text Grant wrote:Templar 514 wrote: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. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
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Posted - 2013.10.31 21:50:00 -
[20] - 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.
As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
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Posted - 2013.10.31 22:20:00 -
[21] - Quote
Text Grant wrote:Spkr4theDead wrote:Text Grant wrote:Templar 514 wrote: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. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles. 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?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
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Posted - 2013.11.01 17:18:00 -
[22] - 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 Thale's sniper on the MCC is exactly the same thing. Should the Thale's be removed?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
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Posted - 2013.11.01 17:36:00 -
[23] - Quote
Wombat in combat wrote:Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. Why is the range reduction too much?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
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Posted - 2013.11.19 06:43:00 -
[24] - 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? Squad with a tanker.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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