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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Takahiro Kashuken
Red Star. EoN.
1528
|
Posted - 2013.10.27 13:55:00 -
[571] - Quote
Arkena Wyrnspire wrote:Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals wtf tank shuld b godmoed
Only to stupid enemies such as yourselfs who dont know how to use AV which you clearly dont know how to |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4292
|
Posted - 2013.10.27 14:12:00 -
[572] - Quote
Takahiro Kashuken wrote:Arkena Wyrnspire wrote:Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals wtf tank shuld b godmoed Only to stupid enemies such as yourselfs who dont know how to use AV which you clearly dont know how to
I look forward to seeing your continued tears after AV is nerfed and you still get dominated. |
Takahiro Kashuken
Red Star. EoN.
1529
|
Posted - 2013.10.27 14:35:00 -
[573] - Quote
Arkena Wyrnspire wrote:
I look forward to seeing your continued tears after AV is nerfed and you still get dominated.
PC will be a true test, not random pub matches |
Meeko Fent
expert intervention Caldari State
1313
|
Posted - 2013.10.27 14:38:00 -
[574] - Quote
Skybladev2 wrote:Takahiro Kashuken wrote:Skybladev2 wrote: But LAVs are buffed.
With less slots Meaning new vehicles can not overtank old versions? Only if they sacrifice resists or reppers. |
Jebus McKing
Molon Labe. RISE of LEGION
116
|
Posted - 2013.10.27 15:07:00 -
[575] - Quote
Bright Cloud wrote:The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo.
There seem to be a lot of concerns regarding the Rail Rifle, but in my perception the Rail Rifle looks like it is going to be the weakest of the four rifles.
Those 0.2 seconds charge up time make a huge difference and absolutely diminish the RRs usefulness in any close range fights. For example a Duvolle AR will be able to deliver 90+ damage before the RR even finished charging up and it can never catch up in damage output when fighting inside the ARs optimal range. Outside of the ARs optimal range, the RR will certainly be a good weapon, but it probably won't stand a chance against an AR in close range fights.
The reason why the Tactical AR was so popular was not just its range, but the ability to be effective in close range fights too. That's the reason why CCP nerfed the hip-fire accuracy, ROF and clipsize of the TAR. |
Mordecai Sanguine
What The French
74
|
Posted - 2013.10.27 16:05:00 -
[576] - Quote
Quote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs....
Aaaaaaand THIS IS THE MOMENT WHEN DUST DIED. It's when the stupid people think than 2.86 to kill an heavy is too slow. IT'S a ******* HEAVYYYYYY. Are you ******* kidding me guys ??????
When you will understand than assaut rifle IS NOT SUPPOSED TO KILL SO FAST THE ACTUAL BIGGEST SUIT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It's NOT KALOFDOUTIE WHERE YOU INSTANKILL YOU DUMBA*S.
|
Mordecai Sanguine
What The French
74
|
Posted - 2013.10.27 16:09:00 -
[577] - Quote
Takahiro Kashuken wrote:Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals Dropsuit self heals Its a tank, i know you want to be able to kill it with a militia AR with 1 bullet
Well Assault rifle is a 60 magazine. 38 of damage approximately (and i don't count master level or Damagers. 60x38 is 2280. Enough to destroy a Madrugar Shield. In theory 10 people shooting with Assault rifles at a Tank will destroy it really easily.
Now people see the problem with assault rifle and the weakness of tanks or ??? |
KEROSIINI-TERO
The Rainbow Effect
784
|
Posted - 2013.10.27 16:33:00 -
[578] - 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.
While I agree that the swarm nerf seems to be too big amount, Swarm positioned on top of towers was ridiculous so the lock range reduction has it's reasons.
Also, swarms got MAJOR buff early september (the rof increase with no penalties).
This nerf is not gonna create a race of predatory dropships. Dropships biggest banes are rail installations, rail tanks and of course - the dreaded nigh-instapopping forge gun. Which are still there.
Furthermore, swarms are not the best AV versus redline tanks. Redline snip tanks are virtually always positioned so that can negate the swarms by backing up a bit - unless the swarms are invisible, which is a bug and should not be part of balancing the field.
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.27 16:38:00 -
[579] - Quote
I already see a 16 vs 16 where there are only ForgeGuns, so no tank will be called into battle.
Thanks CCP |
Shotty GoBang
Pro Hic Immortalis
1797
|
Posted - 2013.10.27 16:39:00 -
[580] - Quote
KEROSIINI-TERO wrote: Also, swarms got MAJOR buff early september (the rof increase with no penalties).
Former WikiHaHa clipsize = 5 Current WikiHaHa clipsize = 3
^ Penalty? |
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Takahiro Kashuken
Red Star. EoN.
1532
|
Posted - 2013.10.27 16:44:00 -
[581] - Quote
Shotty GoBang wrote:KEROSIINI-TERO wrote: Also, swarms got MAJOR buff early september (the rof increase with no penalties).
Former WikiHaHa clipsize = 5 Current WikiHaHa clipsize = 3 ^ Penalty?
No penalty when it can fire more volleys at a faster ROF even when you include reload time |
Shotty GoBang
Pro Hic Immortalis
1797
|
Posted - 2013.10.27 16:51:00 -
[582] - Quote
Takahiro Kashuken wrote:Shotty GoBang wrote:KEROSIINI-TERO wrote: Also, swarms got MAJOR buff early september (the rof increase with no penalties).
Former WikiHaHa clipsize = 5 Current WikiHaHa clipsize = 3 ^ Penalty? No penalty when it can fire more volleys at a faster ROF even when you include reload time
Good point. Can't argue with maths :-) |
Rei Shepard
Spectre II
752
|
Posted - 2013.10.27 17:31:00 -
[583] - Quote
Jebus McKing wrote:Bright Cloud wrote:The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo. There seem to be a lot of concerns regarding the Rail Rifle, but in my perception the Rail Rifle looks like it is going to be the weakest of the four rifles. Those 0.2 seconds charge up time make a huge difference and absolutely diminish the RRs usefulness in any close range fights. For example a Duvolle AR will be able to deliver 90+ damage before the RR even finished charging up and it can never catch up in damage output when fighting inside the ARs optimal range. Outside of the ARs optimal range, the RR will certainly be a good weapon, but it probably won't stand a chance against an AR in close range fights. The reason why the Tactical AR was so popular was not just its range, but the ability to be effective in close range fights too. That's the reason why CCP nerfed the hip-fire accuracy, ROF and clipsize of the TAR.
So they are making a long range Rail rifle and people are already whining it cant compete with a gun designed for close encounters?
If the new RR would be better at Close range or the same, wouldnt that just make it so the Blaster is useless? |
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1935
|
Posted - 2013.10.27 18:03:00 -
[584] - Quote
Thank you Rei Shepard
There are clearly too many weapons going on, no reason for it. We can have all 4 racial guns thought out now. The rail is long range no need for a lower range high damage rail it would make blasters useless.
maybe if they see no one using the tar and old brust they will remove them at a later date. |
Jebus McKing
Molon Labe. RISE of LEGION
117
|
Posted - 2013.10.27 19:07:00 -
[585] - Quote
Rei Shepard wrote:So they are making a long range Rail rifle and people are already whining it cant compete with a gun designed for close encounters?
If the new RR would be better at Close range or the same, wouldnt that just make it so the Blaster is useless? Yup, but many people in here obviously seem to have the impression that the RR will be exactly like an AR but with better DPS and more range, which is not the case. RR will be a good long range weapon but suck at close ranges and for the AR it is the other way around, and IMO that is the way it should be. So, everything is fine. |
Borne Velvalor
Endless Hatred
818
|
Posted - 2013.10.27 19:20:00 -
[586] - Quote
Jebus McKing wrote:Borne Velvalor wrote:(...)So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
(...)Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? The 0.2 second charge up time for the Rail Rifle is so significant that it can never catch up to the damage output of an AR. As for the Laser Rifle, well, I guess we have to see how the Rail Rifle works in-game. You have to remember though that the Laser Rifle does not have any recoil no matter for how long you pull the trigger. I expect the Rail Rifle to have some form of recoil that also might increase over time and each time they release the trigger they have to charge up again. But if this is enough to balance the LR against the RR we'll have to see once we can actually use the new rifles. Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. The AR does more DPS than the RR. Due to the charge up time and a longer reload time the RR can never catch up on damage output. For example in the first second after pulling the trigger the Duvolle AR will have dealt 467.5 damage while the Ishukone Assault RR will have dealt only 384.4 damage, all due to the charge up time. Like I said before, here is a spreadsheet with stats of all rifles: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0
Thank you for the well thought out response. The damage output for the Rail Rifle is affected by the charge up time, but over the average 2 second it'll take to kill a proto considering slight inaccuracy, that's 10% less damage. It already does slightly more DPS, anyways. It'll be enough to get an RR user killed in 1 v 1 combat against an AR user if both pull the trigger at the same time, with the same suit.
We'll have to see whether or not these discourage RR dominance or not. I'm thinking that a lot of players would rather have that 78m > 48m range than that 20% damage in the first second of fire.
Also, the clip takes longer to unload than an Assault Rifle user. With two complex damage mods and proficiency, you could kill three 1000 eHP protos and still have half a dozen bullets to spare. |
Kazeno Rannaa
BIG BAD W0LVES
296
|
Posted - 2013.10.27 19:38:00 -
[587] - 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.
I have to agree with the suggestion that this will give vehicles an undue and unfair advantage when it comes to the AV that is available to the ground troops, when it comes to the SWARM lock-on range reduction. You are basically making it so that I have to be right next to the damn thing to get a lock on. Have any of you guys realized that even today the general lock-on range of the JAVELIN or the STINGER are in measured in thousands of meters, with even in BF3 the general lock-on ranges for their anti-vehicle weapon systems being measured in 1000 - 2000 meters (JAVELN and STINGER RESPECTIVELY).
So how is it with the size of the maps that are available (5km x 5km) that are lock on ranges are being reduced to such dismal ranges??? It makes no sense, considering that the general map size for BF3, which mind you is one of the only comparable games as for equipment, its use and functionality in comparison to map size and interactional availability, and is still smaller than in DUST, is being reduced from being roughly 50% of it and is being contemplated in reducing it to somewhere between 8-17% of their comparable ranges (related inversely).
Who thought that was a GREAT idea? Especially with a reduction in the weaponGÇÖs damage output? If you are going to reduce the range so HEAVILY, then the damage shouldnGÇÖt be touched. If the damage is going to be reduce by 1/3, then the range of lock-on should not be reduced, if anything is should be given at the VERY LEAST a 150-200m buff in lock-on range. This would be just for the shear fact that it is near impossible to get a target (primarily tanks, but also DERPships) because of the likelihood that a collision will occur due to flight path occlusions.
Nothing personal WOLFman, but what did you smoke out of the crack-pipe to come up with these adjustments to the swarm and AV nades? Was it every one being upset with the fact of being hit by invisible swarms? IF so, isnGÇÖt the more appropriate fix to this issue is increasing the draw distance of both the vehicles and the swarms while working out how you are able to add a collision or lock-on threat indicator alarm? This solution screams of a cheap (i.e., cognitively and it has the appearance of being lazy in the problem solving department) and temporary fix that will have to be undone at a later date, especially when the stat adjustment for vehicles is finally done and implemented for the 1.7/1.8 update.
That also sounds the GÇ£double your workGÇ¥ alarm in my head, since again, you will be implementing this fix as a band-aide for one problem, and then that band-aide will allow an infection that will also have to be addressed along with the original problem that that band-aid was placed there with the intention of fixing it.
As for the the weapons. They seem fairly balanced role wise. My only disappointment is the fact that the assault variants of both the Rail and Combat rifles are being forced to have an iron sight. I believe a number of us were under the impression that a red-dot sight was going to be the standard for them, or at least the Rail rifle. That being based off the model that was paraded around in earlier renditions? So the Amarr are the only ones with the tech to build red-dot (or rather gold-dot) sights?
Before you commit to the iron sights for ADS on the assault variants, I would RECOMMEND that you post images of what those sight pictures will look like while in ADS (both the ACOG and the Iron sights) and I would request that you look at playing with a red-dot/HOLO style scope for both of the new rifles.
And on a final note, what about the MAGSEC SMG? Anything new down the pipes for my heavy brethren? They seem to be the bastard children besides us Caldari. They have only 1 race and three suits to choose from, kind of like us Caldari only have medium frames, no heavies, no light frames, and just swarms, equipment, sniper rifles, AV nades, and NOVA knives to our patriotism to the State and our Corporate parents.
|
Talos Vagheitan
King Slayers
121
|
Posted - 2013.10.27 20:34:00 -
[588] - Quote
ryo sayo mio wrote:respec on av now please
Tanks are getting limited ammo. Should balance out |
Dreggs Ular
STRONG-ARMED BANDITS Public Disorder.
2
|
Posted - 2013.10.27 21:15:00 -
[589] - Quote
iz the combat rifle Minmatar? |
Bright Cloud
Namtar Elite Gallente Federation
274
|
Posted - 2013.10.27 21:23:00 -
[590] - Quote
Hmm when was the last time we had a long range high damaging weapon which was fully auto? Oh yeah i remember now it was the pre nerf laser rifle. And the last time the argument with "its crap at close range" hasnt beeing accepted by the community. But ive still have a question if the combat rifle is a 3 round or 7 round burst. If it is 7 then i might spec into it. Loved the allotek AR with 7 round burst and then CCP decided to give it a 3 round burst. |
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Borne Velvalor
Endless Hatred
821
|
Posted - 2013.10.27 21:26:00 -
[591] - Quote
Bright Cloud wrote:Hmm when was the last time we had a long range high damaging weapon which was fully auto? Oh yeah i remember now it was the pre nerf laser rifle. And the last time the argument with "its crap at close range" hasnt beeing accepted by the community. But ive still have a question if the combat rifle is a 3 round or 7 round burst. If it is 7 then i might spec into it. Loved the allotek AR with 7 round burst and then CCP decided to give it a 3 round burst.
I love using the Laser Rifle and feel like it's in a good place against most weapons, other than the drop off at the end to 10% 3m out of optimal. It looks like RRs will be even better than the old LRs and I'll be out of my niche. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
540
|
Posted - 2013.10.27 21:34:00 -
[592] - Quote
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? |
ToRgUe77
Ultramarine Corp
6
|
Posted - 2013.10.27 22:13:00 -
[593] - Quote
Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. |
Heathen Bastard
The Bastard Brigade
670
|
Posted - 2013.10.27 22:40:00 -
[594] - Quote
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. |
Borne Velvalor
Endless Hatred
824
|
Posted - 2013.10.27 22:44:00 -
[595] - Quote
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. |
KEROSIINI-TERO
The Rainbow Effect
784
|
Posted - 2013.10.27 23:04:00 -
[596] - Quote
Fizzer94 wrote: I know! I don't think CCP remembers that DPS needs to be sacrificed when you make a ranged weapon.
Not quite that simple. There are many other attributes to weight in. Like kick, dispersion, cooldowns, the sight quality etc. |
Evicer
THE HECATONCHIRES
28
|
Posted - 2013.10.27 23:25:00 -
[597] - Quote
So i decided to test this theory about Swarms doing too much damage.I just came from a match where I got sniped 3 times once in my Proto swarm fit and 2 times using my Dren swarms.A Madrugar pushed the whole team back I saw 4 other guys In There starter swarm fits shooting there swarms at it.I hit it 10 times and shot 26 salvos at it.I didnt bother to count everyone elses's. It was not spider tanking it did not have Logi Lav on it.
Lets also not forget that tankers use installations to mask the lock on of the swarms.Whereby your swarms lock on to a supply depot instead of the tank......
Oh but it does that faster now.(sarcasm) |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
435
|
Posted - 2013.10.27 23:26:00 -
[598] - Quote
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.
The same way Tanks are invisible around corners like the boogeyman - CCP have multiple things to work on |
Ydubbs81 RND
MoIden Heath PoIice Department EoN.
2041
|
Posted - 2013.10.27 23:49:00 -
[599] - Quote
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. |
Bright Cloud
Namtar Elite Gallente Federation
276
|
Posted - 2013.10.28 00:01:00 -
[600] - 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. You seem to have not beeing following the vehicle changes CCP are planning do you? Well let me enlighten you: -Logi Lav's are getting removed from the game. -Madrugars will have 3 low slots and Gunnlogis will have 3 high slots. (basically they loose 2 slots for using tank) -Armor reps getting hit wih a nerfbat. Extenders/Plates getting nerfed. -Passive resistance modules getting removed -active modules have awfully long cooldown times (like 60 secs)
So tell me when tanks are getting nerfed (rebalanced lol) then why should swarms and other AV weapons keep their old damage potential? What they basically are doing is to turn Gunnlogis into Sica's and madrugars into worse Soma's. Oh and militia tanks will have a 2-2 module layout. And the AV changes will be released TOGETHER with the vehicle changes. I cant believe that so many people are ignorant and doesnt even look at the vehicle changes. They just complain "dont nerf my swarms". |
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