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Thread Statistics | Show CCP posts - 6 post(s) |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:19:00 -
[91] - Quote
Jack McReady wrote:dat swarm nerf.
so it will take almost half a minute of continous fire with swarms at max range of 175m against tanks with the announced changes to kill them solo and that is if he does not move into cover... and dropships are unkillable with that low lock range...
really bad change, considering that swarm can only attack vehicles.
Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:21:00 -
[92] - Quote
Arkena Wyrnspire wrote:KGB Sleep wrote:Arkena Wyrnspire wrote:Laurent Cazaderon wrote:Those numbers dont strike me as particularly odd.
We should stay cautious regarding the DPS stats as we all know the guns behavior is a major factor in how effective a gun is. Also, we dont have the accuracy rating for those new rifles. And we all know how the DPS from the machine gun seems appealing at first..
So yeah. Wait and see.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. So? It has to be accurate to hit tiny moving targets. Range = tiny. Yes, so it's likely to be accurate at range. So it's accurate, has a longer range than other rifles, and has more damage than other rifles. Do you see the problem?
Almost all combat around objectives is cqc, it wouldn't be a problem. We do not fight on plain flat open fields. |
SILENTSAM 69
SONS of LEGION RISE of LEGION
576
|
Posted - 2013.10.25 08:22:00 -
[93] - Quote
Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. yeah, I feel the same. It all looks good except that lock on range. I feel the nerf hammer hit it a little too hard. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.10.25 08:22:00 -
[94] - Quote
Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters
Ah yes. This post will do fine.
I love how everyone disregarded the charge up time for the new rail rifle...
|
jerrmy12 kahoalii
REAPERS REPUBLIC
75
|
Posted - 2013.10.25 08:23:00 -
[95] - Quote
Silas Swakhammer wrote:Sixes, eights, and nines.
Also, that nerf to swarm launcher range seems a bit absurd. it gives good vehicle players a chance to escape for once |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:24:00 -
[96] - Quote
Excellent work CCP, worry about balancing it when its actually in use. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 08:26:00 -
[97] - Quote
TechMechMeds wrote:Jack McReady wrote:dat swarm nerf.
so it will take almost half a minute of continous fire with swarms at max range of 175m against tanks with the announced changes to kill them solo and that is if he does not move into cover... and dropships are unkillable with that low lock range...
really bad change, considering that swarm can only attack vehicles. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool.
this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense.
also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void.
and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed. |
Rabbit C515
Bragian Order Amarr Empire
0
|
Posted - 2013.10.25 08:27:00 -
[98] - Quote
Good Job!
Then
Where is the Laser Rifle? |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.10.25 08:27:00 -
[99] - Quote
Arkena Wyrnspire wrote:Fizzer94 wrote:Arkena Wyrnspire wrote:Laurent Cazaderon wrote:Those numbers dont strike me as particularly odd.
We should stay cautious regarding the DPS stats as we all know the guns behavior is a major factor in how effective a gun is. Also, we dont have the accuracy rating for those new rifles. And we all know how the DPS from the machine gun seems appealing at first..
So yeah. Wait and see.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. My guess is that its hipfire isn't too great, or the aiming speed while ADS suffer greatly. A combination of both seems likely as well. I hope so. At the moment, the one mitigating factor to this is the very short charge up time before firing. In a surprise turn around a corner in close quarters combat, that .2 seconds will be very interesting since user of other rifles will get instant fire ability. These rails on the other hand won't do well if the user gets into a situation where he can be ambushed... |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:27:00 -
[100] - Quote
Kaze Eyrou wrote:Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle...
I know right, as if the fact the guns aren't even out yet doesn't make the QQ pointless enough already, its bad QQ set in open flat plains. |
|
Kevall Longstride
DUST University Ivy League
593
|
Posted - 2013.10.25 08:27:00 -
[101] - Quote
I'll reserve judgment till I get to play with at least the militia variants but I'm a bit worried about the AV nerfs. Obviously we haven't got the final vehicle stats but if it ends that it need more than two infantry AV users working together to take down a tank, then we have a return of of the invincible tanks of the closed beta and the game is screwed. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4192
|
Posted - 2013.10.25 08:28:00 -
[102] - Quote
Kaze Eyrou wrote:Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle...
Does a delay of less than two bullet's worth seem like a significant enough balancing factor given that once you're firing you can fire continuously for eight seconds of high DPS at a long range? |
jerrmy12 kahoalii
REAPERS REPUBLIC
76
|
Posted - 2013.10.25 08:30:00 -
[103] - Quote
Arkena Wyrnspire wrote:KGB Sleep wrote:Arkena Wyrnspire wrote:Laurent Cazaderon wrote:Those numbers dont strike me as particularly odd.
We should stay cautious regarding the DPS stats as we all know the guns behavior is a major factor in how effective a gun is. Also, we dont have the accuracy rating for those new rifles. And we all know how the DPS from the machine gun seems appealing at first..
So yeah. Wait and see.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. So? It has to be accurate to hit tiny moving targets. Range = tiny. Yes, so it's likely to be accurate at range. So it's accurate, has a longer range than other rifles, and has more damage than other rifles. Do you see the problem? use a laser rifle 10m. from you kinda that range |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
91
|
Posted - 2013.10.25 08:30:00 -
[104] - Quote
DJINN leukoplast wrote:Jason Pearson wrote:Jade Dragonis wrote: 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.
We don't have advanced and proto tanks, soz. Get ******* good you idiot, Swarms are ezmode, locking onto any vehicle without an issues, with no countermeasures whatsoever.
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here! Oh I dunno, the 15 other infantry slaying players on your team seem a good countermeasure to me. Especially seeing as the swarm player is basically defenseless against infantry slayers and can also be insta killed by any vehicle if in range. And lest not forget about all those hills and buildings tankers like to hide behind, nullifying any and all swarms. Now if every player could dual wield a swarm and their favorite light or heavy weapon, then yeah you might have an argument. But no, that's not the case, you just want tank ez mode and portray yourself as a victim so you get buffed and AV gets nerfed . Nerfing AV at all in anticipation of the tank changes is the worst possible idea. You guys get invincible mode back, and AV gets nerfed? Even though we currently need proto AV to adequately scare off, and sometimes blow up, well fit STD tanks? lol. 16 people that choose to bring any form of av grenade will destroy any and all vehicles, people just have to sacrifice their grenades, ive never had an issue either way, tank killing is easy
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 08:31:00 -
[105] - Quote
CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299 CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants).
Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:31:00 -
[106] - Quote
Kaze Eyrou wrote:Arkena Wyrnspire wrote:Fizzer94 wrote:Arkena Wyrnspire wrote:Laurent Cazaderon wrote:Those numbers dont strike me as particularly odd.
We should stay cautious regarding the DPS stats as we all know the guns behavior is a major factor in how effective a gun is. Also, we dont have the accuracy rating for those new rifles. And we all know how the DPS from the machine gun seems appealing at first..
So yeah. Wait and see.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. My guess is that its hipfire isn't too great, or the aiming speed while ADS suffer greatly. A combination of both seems likely as well. I hope so. At the moment, the one mitigating factor to this is the very short charge up time before firing. In a surprise turn around a corner in close quarters combat, that .2 seconds will be very interesting since user of other rifles will get instant fire ability. These rails on the other hand won't do well if the user gets into a situation where he can be ambushed...
Yeah generally no matter who gets ambushed with what ends badly, that's the idea of an ambush and its a long range weapon so obviously any cqc situation will end fairly bad, that is what happens when you bring long ranged weapons into cqc. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.10.25 08:32:00 -
[107] - Quote
Arkena Wyrnspire wrote:Kaze Eyrou wrote:Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle... Does a delay of less than two bullet's worth seem like a significant enough balancing factor given that once you're firing you can fire continuously for eight seconds of high DPS at a long range? It does when I'm popping in and out of cover shooting at you.
But again, we'll have to see when it goes live.
Another thing to note: I didn't see an accuracy stat. What if the hip fire of it was equivalent to the sniper rifle hip fire? Lol |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:33:00 -
[108] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants?
Have you even read the dev blog? It shows the different variants for the combat and rail rifle. |
Iron Wolf Saber
Den of Swords
9658
|
Posted - 2013.10.25 08:34:00 -
[109] - Quote
KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote:crazy space 1 wrote:why aren't you getting rid of the burst AR and TAR?
doesn't the rail and combat rifle make them obsolete? Also weren't they place holders?
Plus now gallente get 4 guns, then ammar gets 2, minmatar gets 2, caldari get 2.
Blasters: Full-auto/Burst/Long range/Breach Rail guns: Full-auto/Long range Projectiles: Full-auto/Burst Lasers: Full-auto/Charge
So you remove burst and Long range variants of the current weapon, and now every rave gets a automatic weapon, and a weapon based on their racial technology.
Also this would open up the breach for a serious buff. Cut the guns range in half, give it a huge damage increase and RoF nerf. It's a blaster, now that we have 4 racial types of the weapon you can balance them more effectively. ! Not everyone is going to train up the other races rifles up. So AR gets special treatment because it was there first? Remove the extra variants, and just have a respec. The alternative is to give each race variants of every other race's rifle to be fair like CCP Remnant PROMISED but seemed to forgot and have not mentioned sense.
I did not see the word promise in that paragraph whatsoever. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1942
|
Posted - 2013.10.25 08:35:00 -
[110] - Quote
You have to be kidding me....well.... time to look for another game. What the **** you doing CCP ? |
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TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:36:00 -
[111] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:dat swarm nerf.
so it will take almost half a minute of continous fire with swarms at max range of 175m against tanks with the announced changes to kill them solo and that is if he does not move into cover... and dropships are unkillable with that low lock range...
really bad change, considering that swarm can only attack vehicles. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense. also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void. and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed.
If you are that thick as to not take down any vehicle with a squad mate then that's your problem. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:39:00 -
[112] - Quote
Kevall Longstride wrote:I'll reserve judgment till I get to play with at least the militia variants but I'm a bit worried about the AV nerfs. Obviously we haven't got the final vehicle stats but if it ends that it need more than two infantry AV users working together to take down a tank, then we have a return of of the invincible tanks of the closed beta and the game is screwed.
If you knew what they are doing to tanks you'd not be worrying about that. Its all in a dev blog. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 08:39:00 -
[113] - Quote
TechMechMeds wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? Have you even read the dev blog? It shows the different variants for the combat and rail rifle. Only assault variants. Have you read my post? I SPECIFICALLY said "besides just assault variants".
The base rail rifle is a "breach", slow firing automatic. Also gets a assault variant. So rail rifle is missing tactical, and burst.
The base combat rifle is a "burst", fires in 3 round bursts. Also gets a assault variant. So rail rifle is missing tactical, and breach.
The base scrambler rifle is a "tactical", fires single fire long range. Also gets a assault variant. So rail rifle is missing burst, and breach.
The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:41:00 -
[114] - Quote
KAGEHOSHI Horned Wolf wrote:TechMechMeds wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? Have you even read the dev blog? It shows the different variants for the combat and rail rifle. Only assault variants. Have you read my post? I SPECIFICALLY said "besides just assault variants". The base rail rifle is a "breach", slow firing automatic. Also gets a assault variant. So rail rifle is missing tactical, and burst. The base combat rifle is a "burst", fires in 3 round bursts. Also gets a assault variant. So rail rifle is missing tactical, and breach. The base scrambler rifle is a "tactical", fires single fire long range. Also gets a assault variant. So rail rifle is missing burst, and breach. The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING.
No I didn't good point. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 08:43:00 -
[115] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:dat swarm nerf.
so it will take almost half a minute of continous fire with swarms at max range of 175m against tanks with the announced changes to kill them solo and that is if he does not move into cover... and dropships are unkillable with that low lock range...
really bad change, considering that swarm can only attack vehicles. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense. also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void. and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed. If you are that thick as to not take down any vehicle with a squad mate then that's your problem.
that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it...
|
KGB Sleep
Ikomari-Onu Enforcement Caldari State
342
|
Posted - 2013.10.25 08:45:00 -
[116] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants?
I liked this post when it came out bc i was hoping for some signature racial bonuses for using racial weaponry. |
Galvan Nized
Deep Space Republic Top Men.
225
|
Posted - 2013.10.25 08:45:00 -
[117] - Quote
Aqil Aegivan wrote: Nerfing AV grenades is all well and good but wouldn't swapping their damage with that of mines make for more tactical anti-vehicle play? An equipment slot item rather than a grenade (no assault based 'nade spam). Plus the ability to set traps in exchange for the ability to just chuck them from behind cover.
Yes, really would have liked proxies and AV nades to have switched dmgs as proxies are pretty worthless now. But hopefully a change to them is coming, they will have their day...someday.
While I understand the SL changes one thing that needs to be considered is that it can ONLY attack vehicles, turrets, etc. Let's not over-nerf them, yes they are too easy to use however they really play a single role. But I'll be patient and see how everything plays out. |
Cosgar
ParagonX
6459
|
Posted - 2013.10.25 08:45:00 -
[118] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? Good luck on getting an answer. I'm still waiting on rollover SP. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:46:00 -
[119] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:dat swarm nerf.
so it will take almost half a minute of continous fire with swarms at max range of 175m against tanks with the announced changes to kill them solo and that is if he does not move into cover... and dropships are unkillable with that low lock range...
really bad change, considering that swarm can only attack vehicles. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense. also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void. and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed. If you are that thick as to not take down any vehicle with a squad mate then that's your problem. that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it...
No your just a noobcake who wants to remain invisible spamming swarms. If tanks coated half as much I'd agree with you but they don't, so I stand by what I say. |
Iron Wolf Saber
Den of Swords
9659
|
Posted - 2013.10.25 08:47:00 -
[120] - Quote
well... at 175 meters you should be able to see the guy shooting swarms at you now. |
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