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Thread Statistics | Show CCP posts - 6 post(s) |
KEROSIINI-TERO
The Rainbow Effect
784
|
Posted - 2013.10.28 01:41:00 -
[601] - Quote
Take a look at the Plasma Cannon with it's 0.6 charge-up time and you'll change your mind, lol.
0.2 seconds is nothing, the human eye blinks at a speed of 0.4 seconds. [/quote]
In buiilt-up corner to corner fighting it is a lot.
Btw blinking for 0,4 sec would look... Odd. Like on drugs, perhaps. |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 02:22:00 -
[602] - 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
|
Posted - 2013.10.28 02:25:00 -
[603] - Quote
Dreggs Ular wrote:iz the combat rifle Minmatar?
yes |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 02:26:00 -
[604] - 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
|
Posted - 2013.10.28 02:27:00 -
[605] - 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? |
Fist Groinpunch
Goonfeet Top Men.
128
|
Posted - 2013.10.28 02:44:00 -
[606] - Quote
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? |
Commander Tzu
L.O.T.I.S. Public Disorder.
25
|
Posted - 2013.10.28 02:48:00 -
[607] - Quote
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 |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:35:00 -
[608] - Quote
BL4CKST4R wrote:Rinzler XVII wrote:Arkena Wyrnspire wrote:The more I look at these changes the more I see problems.
The weapons with higher ranges are doing more damage than the weapons with low ranges. Take the rail rifle. The assault variant does more damage than a plasma rifle of an equivalent tier, at a significantly longer range. The damage is at a lower RoF and higher damage per shot so there's less grace for missing, but all the same more damage and a much longer range completely overshadows the existing AR.
If a weapon has more range, it needs to lose damage as a trade-off, or have another mitigating factor. The spool-up time here is insufficient to balance this. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage. You are an idiot ... why are their so many idiots replying on this topic ???? THE RAIL RIFLE WILL NOT DO AS MUCH DAMAGE IN CQC AS THE GALLENTE DO .. THE DAMAGE THEY DO SHOULD ALWAYS BE EQUAL AT THEIR OWN OPTIMAL RANGES .. WHY THE HELL SHOULD A WEAPON DO LESS DAMAGE THAN A CQC WEAPON WHEN AT ITS OPTIMUM RANGE ? Seriously how can something as simple as this be so hard to understand ... get close .. fight at your optimum range and gain the advantage .. if you're fighting at a rail rifles optimum range when you are out f your own weapons range you are gonna get killed ... This is my issue ... Idiots calling for nerfs because they do not understand basic concepts which then leads to a poor game If I rushed you with a AR (high DPS weapon) from 50 meters while you use a Sniper rifle (a low DPS weapon) you would die. If I rushed you with a AR (high DPS weapon) from 200 meters while you use a Sniper rifle (a low DPS weapon) I would die. The damage in this scenario is obviously not the same, but within the optimal range the optimal weapon is winning. Now imagine the Sniper rifle having the same DPS as the AR also its longer range, the optimal weapon for BOTH scenarios would be the sniper rifle (ignoring the sway and impossible hip fire which wouldn't be a problem for the Rail), this is the problem that Arkena is pointing out.
Explain how this works with the HMG...because when people rush HMG in CQC they still win |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:41:00 -
[609] - Quote
Borne Velvalor wrote:Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
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.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
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 numbers on the boundless are off. Because it is a Burst rifle. I am not sure what the delay is, but it is most likely the same delay as the GAL burst rifle. if you know that delay stat the real DPS will be almost 150-200 DPS lower. |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:47:00 -
[610] - Quote
Borne Velvalor wrote:Thurak1 wrote: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. No i totally saw it. I am not happy about it at all. I also wonder if that is the range where i generally cant even see the shooter because heavy weapon's dont generally have a zoom to them and it seems after a certain distance you cant even see a little of a player the game just dosn't even bother drawing them. Another reason i have switched to using my assault suit with a scrambler. That ever so slight zoom they get means i can actually target someone that is far off. Best part is the lagg that happens when i zoom in to where i think they are and 1 second there is nothing then poof like magic someone is right where i zoomed in and they are already fine tuning their aim on me. Sometimes there is enough lagg so that i can see them just in time to lie down from a headshot. Well, you should see them at that distance. You can't hit them unless you run towards them for 10 seconds first, but you can see them as they kill you in 1.5 seconds (real number if the headshot modifier is 1.5 for RRs) with headshots.
If you are a Heavy with 1100 ehp (the average for heavies), and a STD Rail Rifle is shooting you if he does not miss you will die in 2.3 - 2.5 Seconds. That is fast. |
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D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:50:00 -
[611] - Quote
Jebus McKing wrote:D legendary hero wrote: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.... The 0.05 ROF is the time between each shot of a burst. (SHOT-0.05-SHOT-0.05-SHOT) For comparision the AR has a ROF of 0.08 between each shot, the GK-13 Burst AR has 0.072 and the Allotek Burst AR 0.064. So the CR bursts are significantly faster and the RPM is then only limited by how fast you can pull the trigger after each burst, which should result in you theoretically being able to shoot every 0.1 seconds. This would lead to a DPS maximum of 960 for the standard CR. As this sounds like it'd be way too much I guess in reality you will not be able to pull the trigger that fast. Then again I don't expect the CRs real DPS to be much worse than that of the AR. Also from what I heard from the Devs the CR seems to be a really good weapon. BL4CKST4R wrote:Would love to see a DPS comparison between all 4 rifle types, the GAR should have the highest DPS for its range sacrifice while the Rail rifle should have the lowest DPS for its higher range, what this does is maintain each gun dominant within its range fields. If the DPS remains the same for each gun what would happen is that the longest range weapon becomes the FOTM and the low range weapons become novelty.
Looking at the ranges the GAR should have at least a 25-40% DPS advantage against the Rail rifle, while the Combat rifle and scrambler sit in between, keep in mind that outside of optimal and maximum range the DPS advantage has no advantage. Remember that DPS does not mean high damage, DPS is usually judged by low damage-per-shot and high ROF or a mixture of medium damage and medium-high ROF, while low DPS is usually (for high damage weapons) high-damage-per-shot and low ROF. A good way to see how this comes into play is by comparing the gameplay of a Blaster cannon and Rail gun on a tank, at long ranges the Rail gun will always beat the blaster, but at close ranges the Blaster will always beat the Rail gun. This works for either burst, tactical, or assault variants.
Without adding the GAR and the Scrambler to this weapon comparison its hard to see how this will add a balanced gameplay, so far these two new rifles seem (at least to me) to overpower the previous rifles. I made a small spreadsheet with the stats of all rifles, including interesting stats like RPM, DPS, damage after 1 second, damage per clip, and time to empty a clip. You can find it here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0Borne 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&... |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:57:00 -
[612] - Quote
Mordecai Sanguine wrote: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.
Dude. I was comparing the Combat rifle to the other assault rilfes. All the assault rifles kill the heavy suit too fast. thats not the issue here.
french: 9because clearly you don't speak English. Mec. Je comparais le fusil de combat aux autres rilfes d'assaut. Tous les fusils d'assaut tuent le costume lourd trop vite. thats pas la question ici. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
818
|
Posted - 2013.10.28 04:37:00 -
[613] - Quote
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. |
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Super Sniper95
GAC WORLD
9
|
Posted - 2013.10.28 05:18:00 -
[614] - Quote
I didnt see any new sniper rifle :-( |
DeathwindRising
ROGUE SPADES EoN.
112
|
Posted - 2013.10.28 05:29:00 -
[615] - Quote
D legendary hero wrote:Borne Velvalor wrote:Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
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.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
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 numbers on the boundless are off. Because it is a Burst rifle. I am not sure what the delay is, but it is most likely the same delay as the GAL burst rifle. if you know that delay stat the real DPS will be almost 150-200 DPS lower.
0.2 seconds to charge... the assaul combat rifle will have fired 4 rounds at 23.3 damage per round. thats 93 damage before youve fired your first shot. and thats why Rail Rifles will be bad in CQC, since hey don have the ammo to spray and pray, and they also have the longes reload of all AR's. you pop a few rounds to damage them until they ster shooting, then take cover til they stop shooting. repeat until they reload, then you attack full force.
the stats on rail rifles made their weakness abundantly obvious to me. i guess the ones complaining didnt notice that fact. |
Robert Conway
Concordiat Mercenaries
24
|
Posted - 2013.10.28 05:53:00 -
[616] - Quote
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. :) |
Delta 749
Kestrel Reconnaissance
2259
|
Posted - 2013.10.28 06:46:00 -
[617] - Quote
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 |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.28 07:38:00 -
[618] - Quote
Rei Shepard wrote:Hmm proto Rail rifle 42 Rounds, 81 something damage, full auto ? Sounds like the upgrade to a scrambler rifle seizing up at round 23, rail rifle no problem just keep slugging.
Unless the recoil is going to be horrible on that thing?
Edit: Most suits will be 2-3 shot with the average Proto being 4 shot, even my suit will be a 5 shot (0.6 seconds) and then youll have enough rounds lef for another 8 suits...
sounds to me like the New Tac Fotm
That being said , now it's a NO BRAINER that people will FLOCK to the new weapons that are coming out , so what does that mean to someone who had level five as well as the same in proficiency in their assault rifles ??? The assault rifles will now become the dying breed of this game ?????? What about the HMG's as well ??? There is a movement now to the scrambler and now with the newer weapons coming , I just fear that the assault rifle will die NOW. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.28 07:52:00 -
[619] - Quote
You do need team mates to operate a tank. If your alone and come upon a fully manned tank your toast. Even more so if one person who is in that tank hops out with a swarmer , then your out manned like three to one with that swarm now becoming an extra gun as well , the tank being one also with an extra gunner being the other.
This IS suppose to be a team game but how many people know what team work is and how to use that to their advantage or even incorporate a battle plan , instead of a few people being all over the map and your team is continually being flanked or wiped out even , because your adversaries are working together coming at you in squad numbers all at once. NOTHING BEATS A TEAM and even more so when they are all working together and has each other's back or six as it's known. This is something that corporation's work on or try to work on always in hopes of knowing each other's tendencies and weaknesses to make up for those and to strengthen the gaps or lags in the ranks. |
Captain Africa Clone1
GRIM MARCH
145
|
Posted - 2013.10.28 08:00:00 -
[620] - Quote
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 ... |
|
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.28 08:00:00 -
[621] - Quote
Super Sniper95 wrote:I didnt see any new sniper rifle :-(
They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content. |
Miokai Zahou
Film Actors Guilds
52
|
Posted - 2013.10.28 08:26:00 -
[622] - Quote
does anyone know when the new guns come out? |
Vitharr Foebane
Blood Money Mercenaries
159
|
Posted - 2013.10.28 08:42:00 -
[623] - 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 And where does a FG fit in this little equation? |
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.28 08:52:00 -
[624] - Quote
Vitharr Foebane wrote:Captain Africa Clone1 wrote:My two cents ...
Dropships > General Infantry Infantry AV > Dropships Dropships > Tanks Tanks > Infantry & Infantry AV And where does a FG fit in this little equation?
FG >>>>>>>>>>>>>>>>>>>>>>>> everything else
|
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 09:38:00 -
[625] - 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 -
[626] - 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 -
[627] - 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 |
pegasis prime
BIG BAD W0LVES
1221
|
Posted - 2013.10.28 11:43:00 -
[628] - Quote
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. |
Atom Heart Mother
Nazionali Senza Filtro
66
|
Posted - 2013.10.28 12:40:00 -
[629] - Quote
touching AV is a big mistake, CCP Wolfman |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1297
|
Posted - 2013.10.28 12:58:00 -
[630] - Quote
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. |
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