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Tebu Gan
Dem Durrty Boyz Public Disorder.
177
|
Posted - 2013.10.25 14:25:00 -
[1] - Quote
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
So grenades are taking a hit in damage
Swarm launcher damage is being reduced
RANGE will be cut by a great amount!
Forgeguns will be looked at as well, they mention.
Wow, just wow. From a tanking perspective, this is nice. Real nice!
Namely, I'm more interested in the range reduction. No more invisible swarms, no more tower swarming in unreachable places. So now tanks will have a fighting chance when it comes to swarmers.
Now, I wonder I wonder, what will they do with the forge gun. Maybe a reduction in range themselves, damage and no more infantry murdering splash.
We can only hope! |
Kasote Denzara
A Vulture
501
|
Posted - 2013.10.25 14:32:00 -
[2] - Quote
One: The Forge Guns work as intended except for the Assault variants, as they produce far too much damage within a short span of time.
Two: The chances of killing with a Forge Gun with splash is abysmal if you don't have a height advantage (say, a tower). This is not a Mass Driver.
Three: I believe the "invisible swarms" is actually a rendering issue between the swarms and the game.
Four: The Forge Gun is limited by the rendering and by the user. This isn't something that is except from taking damage from everything but: grenades, installations, vehicles, Plasma Cannon, and Swarm Launchers. The heavy can die in one shot. An AR will cut down a heavy in seconds. A heavy will die by ANYTHING.
Five: I'm here to defend the Forge Gun, since it's one of the few things that are proper.
Get your game up.
This will never be a tanker game again. Those times are over. There will always be someone with AV ready to **** on your little easy boxes. |
Tebu Gan
Dem Durrty Boyz Public Disorder.
177
|
Posted - 2013.10.25 14:44:00 -
[3] - Quote
Kasote Denzara wrote:One: The Forge Guns work as intended except for the Assault variants, as they produce far too much damage within a short span of time.
Two: The chances of killing with a Forge Gun with splash is abysmal if you don't have a height advantage (say, a tower). This is not a Mass Driver.
Three: I believe the "invisible swarms" is actually a rendering issue between the swarms and the game.
Four: The Forge Gun is limited by the rendering and by the user. This isn't something that is except from taking damage from everything but: grenades, installations, vehicles, Plasma Cannon, and Swarm Launchers. The heavy can die in one shot. An AR will cut down a heavy in seconds. A heavy will die by ANYTHING.
Five: I'm here to defend the Forge Gun, since it's one of the few things that are proper.
Get your game up.
This will never be a tanker game again. Those times are over. There will always be someone with AV ready to **** on your little easy boxes.
He fella, have you seen what they are doing to tanks? You clearly have not.
Tanks will have limited ammo for one.
Limited healing, with long cooldowns between.
Fewer slots to fit.
Fewer modules, as several have been removed, so less versatility.
Just to name a few.
So fella, forge gun does need its damage modified to reflect the new state of tanks coming up. As tanks are seeing a complete tear down and rebuild, AV stats HAVE to change. So don't view it as a nerf, but a re balancing. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1945
|
Posted - 2013.10.25 14:58:00 -
[4] - Quote
Yeah, i'm already saving SP to spec in HAV's... soon if going to be the only way to play the game, well, that and Sniping for easy quick ISK. |
Kasote Denzara
A Vulture
502
|
Posted - 2013.10.25 15:03:00 -
[5] - Quote
Tebu Gan wrote: He fella, have you seen what they are doing to tanks? You clearly have not.
Tanks will have limited ammo for one.
Limited healing, with long cooldowns between.
Fewer slots to fit.
Fewer modules, as several have been removed, so less versatility.
Just to name a few.
So fella, forge gun does need its damage modified to reflect the new state of tanks coming up. As tanks are seeing a complete tear down and rebuild, AV stats HAVE to change. So don't view it as a nerf, but a re balancing.
You really believe that's enough for a board-wide reduction on a weapon that is properly preforming? (Once again, the Assault is the exception to this.)
You want to compare? Really?
For example, I'll use the Maddy.
Maddy now. Shield: 1125, armor 3625, 8 shield recharge, 2 highs, 5 lows, 1 large turret, 3 passengers, 2 small turrets. 210 CPU, 2690 PG.
Suggested Maddy. Shield 1200, 4000 armor, shield recharge 15, 2 highs, 3 lows, 1 turrets, 3 passengers, 2 small turrets. 475 CPU, 2480 PG.
You get more CPU, more health, a slower shield recharge, two less lows, and less PG. You can fit better modules now, though you can't take much heat if you want to maintain shields (lol, shields on the Maddy). Since the reppers can make tanks near immortal for a lone FGer like myself, what's the problem again?
You believe ammo is seriously a concern? By something that one-hit infantry depending on the turret type? Reeeeaaaallly? Against something that has sixteen shots and then it's spent unless restocked? By time the Maddy takes a second hit (in the more capable hands), it's already getting out of there or killing the threat.
Assault Forge Gun is the only FG needing to be altered. |
Tebu Gan
Dem Durrty Boyz Public Disorder.
178
|
Posted - 2013.10.25 15:13:00 -
[6] - Quote
Kasote Denzara wrote:Tebu Gan wrote: He fella, have you seen what they are doing to tanks? You clearly have not.
Tanks will have limited ammo for one.
Limited healing, with long cooldowns between.
Fewer slots to fit.
Fewer modules, as several have been removed, so less versatility.
Just to name a few.
So fella, forge gun does need its damage modified to reflect the new state of tanks coming up. As tanks are seeing a complete tear down and rebuild, AV stats HAVE to change. So don't view it as a nerf, but a re balancing.
You really believe that's enough for a board-wide reduction on a weapon that is properly preforming? (Once again, the Assault is the exception to this.) You want to compare? Really? For example, I'll use the Maddy. Maddy now. Shield: 1125, armor 3625, 8 shield recharge, 2 highs, 5 lows, 1 large turret, 3 passengers, 2 small turrets. 210 CPU, 2690 PG. Suggested Maddy. Shield 1200, 4000 armor, shield recharge 15, 2 highs, 3 lows, 1 turrets, 3 passengers, 2 small turrets. 475 CPU, 2480 PG. You get more CPU, more health, a slower shield recharge (which is understandable given the nature of this particular tank), two less lows, and less PG. You can fit better modules now, though you can't take much heat if you want to maintain shields (lol, shields on the Maddy). Since the reppers can make tanks near immortal for a lone FGer like myself, what's the problem again? You believe ammo is seriously a concern? By something that one-hit infantry depending on the turret type? Reeeeaaaallly? Against something that has sixteen shots and then it's spent unless restocked? By time the Maddy takes a second hit (in the more capable hands), it's already getting out of there or killing the threat. Assault Forge Gun is the only FG needing to be altered. Tanks will not become a dominate force again. We already deal with six at a time over in Ambush every now and then and they tuck their tails between their legs at the hint of FG.
You are missing the extremely long cooldowns for the heals.
And 3 lows. LOL
So you have a repper, which won't work as they currently do, currently they are broke, and heal more then my gunnlogi. You put on a Plate. And lastly your hardener.
High slots scanner and a nitro.
How does this not seem weakened to you?
Did you by chance check the Cooldowns on the Hardener, or the repper.
As it stands now, the hardener has a 15 second cd The repper has a 15 to 30 second cooldown (I don't armor tank)
There will be times when the tank is extremely vulnerable, for a good long while. Yes numbers may seem initially higher, but you are missing other aspects. |
Kasote Denzara
A Vulture
502
|
Posted - 2013.10.25 15:20:00 -
[7] - Quote
Tebu Gan wrote:You are missing the extremely long cooldowns for the heals.
And 3 lows. LOL
So you have a repper, which won't work as they currently do, currently they are broke, and heal more then my gunnlogi. You put on a Plate. And lastly your hardener.
High slots scanner and a nitro.
How does this not seem weakened to you?
Did you by chance check the Cooldowns on the Hardener, or the repper.
As it stands now, the hardener has a 15 second cd The repper has a 15 to 30 second cooldown (I don't armor tank)
There will be times when the tank is extremely vulnerable, for a good long while. Yes numbers may seem initially higher, but you are missing other aspects.
How you fit a tank is all you. I used an armor tanked HAV as an example.
Tanks are not meant to be the end of all things, which calls for their downtimes.
Tanks are not meant to be the "do everything" vehicle, which is the limitation of slots.
You either fit to kill or to run. You will no longer do both. HAVs, as much as people will hate it, are coming to terms with being "balanced".
Also, this was all based off of the numbers CCP threw out. We both know they won't keep strictly to it, especially considering the game in question.
In a honest opinion, I'm seeing HAVs becoming "EVE formatted", if you know what that is.
Added note: If you don't know what it means, continue reading. If not, continue with whatever you was doing.
In EVE, we fit our ships to preform as well as it can in a field, but not in all fields. For example, PvE strong or PvP strong. We can't have both. We also are forced to choose if we want to be strong armor or strong shield tankers. Doing both is possible, but not recommended. Or we can be high tank, low damage. High damage, low tank. That is what is happening to HAVs. Forced into choice. Do you see all the aspects now? |
MassiveNine
0uter.Heaven
319
|
Posted - 2013.10.25 15:24:00 -
[8] - Quote
Great, were stuck with two weapons as it as, and now the only one that's really viable is being nerfed as well. Looks like CCP really is trying to drive away the heavy player base. **** you ccp |
Flix Keptick
Red Star. EoN.
802
|
Posted - 2013.10.25 15:25:00 -
[9] - Quote
Its very hard to predict how things will be, there is just so many variables at play. |
Skihids
Bullet Cluster Legacy Rising
2341
|
Posted - 2013.10.25 15:30:00 -
[10] - Quote
All AV and vehicle stats need to be balanced to make everything a viable role.
We've always had a problem with the DS/HAV/FG triangle.
If a FG was powerful enough to kill existing tanks it would 1-2HK a DS. If you balanced the FG against the DS, then the HAV would run wild.
The new balancing is going require vehicles to run in "Burst" and "Cooldown" modes with finite ammo where they will be strong for a brief period before they become very vulnerable and have to run and hide.
I imagine the reduction in lock on range for the SW is there to allow the vehicle to bug out for the cool-down. If AV keeps a huge range the vehicles (HAV in particular) won't have enough time to retreat and get out of AV range before becoming vulnerable. In that event they won't be able to survive the first encounter.
With the vehicle burst mode comes a need for the vehicle to be able to control entry and exiting of the hot zone. If the hot zone covers the majority of the map that entire rebalance idea won't work. There won't be any place to go to cool down and the trip in and exit from the objective will consume the entire burst period. |
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Vulpes Dolosus
Neanderthal Nation Public Disorder.
146
|
Posted - 2013.10.25 15:32:00 -
[11] - Quote
Since we're talking about tanks, I'll be the advocate for dropships:
One forge gunner (of any meta level, but especially proto) can deny virtually all airspace to even proto dropships. Dropships have no viable counter due to low health and defenses in general, render issues, forge mobility and ability to hide (with vehicle assistance), forge range, heavy's health, and knock back of the forge round.
QED |
Tebu Gan
Dem Durrty Boyz Public Disorder.
178
|
Posted - 2013.10.25 17:25:00 -
[12] - Quote
Kasote Denzara wrote:Tebu Gan wrote:You are missing the extremely long cooldowns for the heals.
And 3 lows. LOL
So you have a repper, which won't work as they currently do, currently they are broke, and heal more then my gunnlogi. You put on a Plate. And lastly your hardener.
High slots scanner and a nitro.
How does this not seem weakened to you?
Did you by chance check the Cooldowns on the Hardener, or the repper.
As it stands now, the hardener has a 15 second cd The repper has a 15 to 30 second cooldown (I don't armor tank)
There will be times when the tank is extremely vulnerable, for a good long while. Yes numbers may seem initially higher, but you are missing other aspects. How you fit a tank is all you. I used an armor tanked HAV as an example. Tanks are not meant to be the end of all things, which calls for their downtimes. Tanks are not meant to be the "do everything" vehicle, which is the limitation of slots. You either fit to kill or to run. You will no longer do both. HAVs, as much as people will hate it, are coming to terms with being "balanced". Also, this was all based off of the numbers CCP threw out. We both know they won't keep strictly to it, especially considering the game in question. In a honest opinion, I'm seeing HAVs becoming "EVE formatted", if you know what that is. Added note: If you don't know what it means, continue reading. If not, continue with whatever you was doing. In EVE, we fit our ships to preform as well as it can in a field, but not in all fields. For example, PvE strong or PvP strong. We can't have both. We also are forced to choose if we want to be strong armor or strong shield tankers. Doing both is possible, but not recommended. Or we can be high tank, low damage. High damage, low tank. That is what is happening to HAVs. Forced into choice. Do you see all the aspects now?
What makes you think HAV's are do everything vehicles in the first place, have you ever tanked??
If you want high damage, you have to fit for low tank
And vice versa.
That is the current state of tanks
So does this not qualify as "EVE Formated"?
|
Beck Weathers
Ghosts of Dawn
174
|
Posted - 2013.10.25 17:35:00 -
[13] - Quote
forge Guns need a solid nerf in the pants, their range is obseane, and proto damage able to wreck a tank before it can even get its speed up.
It should take minimum two people to kill a none brain dead tanker, not one guy 100% safe on top of a tower.
Tanks are getting a slot nerf so AV is going to need one hell of a nerf to make up for it. |
Xender17
MoIden Heath PoIice Department EoN.
850
|
Posted - 2013.10.25 17:39:00 -
[14] - Quote
If you don't tank or AV please get out...
|
Jadek Menaheim
WarRavens League of Infamy
167
|
Posted - 2013.10.25 17:44:00 -
[15] - Quote
On a tangential AV point....
I wonder if proximity mines are going to be reassessed. I can already imagine them being spammed around supply depots with people using multiple logistics fits. |
Tebu Gan
Dem Durrty Boyz Public Disorder.
178
|
Posted - 2013.10.25 18:43:00 -
[16] - Quote
Jadek Menaheim wrote:On a tangential AV point....
I wonder if proximity mines are going to be reassessed. I can already imagine them being spammed around supply depots with people using multiple logistics fits.
I've never had a problem with proximity mines! I did not know there was such a think, lol. |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
2022
|
Posted - 2013.10.25 20:37:00 -
[17] - Quote
Xender17 wrote:If you don't tank or AV please get out...
They won't. You know this.
Stupid people have an obsessive need to talk and be taken seriously even when they have no experience, credibility, or worth. |
Smooth Assassin
Stardust incorporation
257
|
Posted - 2013.10.25 20:42:00 -
[18] - Quote
Forge gun is fine... only a noob would say the word "nerf" only cos they've been killed by it. I have flied my assault dropship and i admit forge gunners are starting to bug me but assault dropships are leaving and i'm happy but remember this, no weapons are OP only damage modules, with a damage module tanking logi with duvolle and proficiency LVL 5 its supper deadly especially with the armor buff recently but i'm happy about that i only hate damage mod users. |
Tebu Gan
Dem Durrty Boyz Public Disorder.
179
|
Posted - 2013.10.25 21:16:00 -
[19] - Quote
Smooth Assassin wrote:Forge gun is fine... only a noob would say the word "nerf" only cos they've been killed by it. I have flied my assault dropship and i admit forge gunners are starting to bug me but assault dropships are leaving and i'm happy but remember this, no weapons are OP only damage modules, with a damage module tanking logi with duvolle and proficiency LVL 5 its supper deadly especially with the armor buff recently but i'm happy about that i only hate damage mod users.
huh
Have you seen what they are doing to tanks? |
Bright Cloud
Namtar Elite Gallente Federation
269
|
Posted - 2013.10.25 21:32:00 -
[20] - Quote
Tebu Gan 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
So grenades are taking a hit in damage
Swarm launcher damage is being reduced
RANGE will be cut by a great amount!
Forgeguns will be looked at as well, they mention.
Wow, just wow. From a tanking perspective, this is nice. Real nice!
Namely, I'm more interested in the range reduction. No more invisible swarms, no more tower swarming in unreachable places. So now tanks will have a fighting chance when it comes to swarmers.
Now, I wonder I wonder, what will they do with the forge gun. Maybe a reduction in range themselves, damage and no more infantry murdering splash.
We can only hope! You say this now from the view off your OLD tanks. You have to keep in mind that all modules for vehicles getting nerfed, you loose 2 module slots on all standard tanks and you tell me you wont die as quick as you do now. You seem to forget that the only way to aquire passive resistance are coming from skillbooks. Active modules are short use and long cooldown. Oh and the AV changes will only happend hand in hand when vehicle changes are beeing deployed. Im really looking forward to your fancy tank with only 10% passive resistance. Oh and dont forget that buffer tank wont be vialble simply cause they reduced the HP gain on plates and shield extenders. I say you will still drive a rolling coffin. |
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SgtDoughnut
Red Star Jr. EoN.
328
|
Posted - 2013.10.25 21:46:00 -
[21] - Quote
Im gonna run out of popcorn. |
Tebu Gan
Dem Durrty Boyz Public Disorder.
180
|
Posted - 2013.10.25 22:09:00 -
[22] - Quote
Bright Cloud wrote:Tebu Gan 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
So grenades are taking a hit in damage
Swarm launcher damage is being reduced
RANGE will be cut by a great amount!
Forgeguns will be looked at as well, they mention.
Wow, just wow. From a tanking perspective, this is nice. Real nice!
Namely, I'm more interested in the range reduction. No more invisible swarms, no more tower swarming in unreachable places. So now tanks will have a fighting chance when it comes to swarmers.
Now, I wonder I wonder, what will they do with the forge gun. Maybe a reduction in range themselves, damage and no more infantry murdering splash.
We can only hope! You say this now from the view off your OLD tanks. You have to keep in mind that all modules for vehicles getting nerfed, you loose 2 module slots on all standard tanks and you tell me you wont die as quick as you do now. You seem to forget that the only way to aquire passive resistance are coming from skillbooks. Active modules are short use and long cooldown. Oh and the AV changes will only happend hand in hand when vehicle changes are beeing deployed. Im really looking forward to your fancy tank with only 10% passive resistance. Oh and dont forget that buffer tank wont be vialble simply cause they reduced the HP gain on plates and shield extenders. I say you will still drive a rolling coffin.
**** man, you are not telling me anything new here. In fact I tried to explain this to another guy that posted here, Tanks are going to be weaker than they are now.
I'm just happy to see some reduction in numbers for AV.
In all honesty, I really do not know until I can try the new tanks out.
But dude, help me out here. People have been QQing about the "Nerfs" to AV. Can you please let them all know they are crazy and will still murder tanks. Pretty pretty please. I've been tryin all day!
|
Meeko Fent
expert intervention Caldari State
1290
|
Posted - 2013.10.25 22:29:00 -
[23] - Quote
Armor tanks now have a 4k armor ceiling provided one slot is used for a rep, and you can manage to fit 2 180mm plates.
So, the Swarm Launcher and AV nades really aren't loosing anything, considering that even though the AV got a 33% nerf, and also considering that I saw a tank with 6k armor a few days ago, I think that it's going to be a even reduction |
Cody Sietz
Bullet Cluster Legacy Rising
1272
|
Posted - 2013.10.25 22:34:00 -
[24] - Quote
Kasote Denzara wrote:One: The Forge Guns work as intended except for the Assault variants, as they produce far too much damage within a short span of time.
Two: The chances of killing with a Forge Gun with splash is abysmal if you don't have a height advantage (say, a tower). This is not a Mass Driver.
Three: I believe the "invisible swarms" is actually a rendering issue between the swarms and the game.
Four: The Forge Gun is limited by the rendering and by the user. This isn't something that is except from taking damage from everything but: grenades, installations, vehicles, Plasma Cannon, and Swarm Launchers. The heavy can die in one shot. An AR will cut down a heavy in seconds. A heavy will die by ANYTHING.
Five: I'm here to defend the Forge Gun, since it's one of the few things that are proper.
Get your game up.
This will never be a tanker game again. Those times are over. There will always be someone with AV ready to **** on your little easy boxes. Assault FG users should have admitted there weapon was OP instead of trying to justify it. Instead of working with CCP to balance it CCP with just throw the nerf hammer down. |
Kane Fyea
DUST University Ivy League
2128
|
Posted - 2013.10.25 22:37:00 -
[25] - Quote
I think the swarm range nerf was a little too much. 200-250 would be just fine. Other then that I like the changes. Also invisible swarms are caused by the rendering issue. This is just a half ass way of fixing it though CCP. |
Kane Fyea
DUST University Ivy League
2128
|
Posted - 2013.10.25 22:38:00 -
[26] - Quote
Meeko Fent wrote:Armor tanks now have a 4k armor ceiling provided one slot is used for a rep, and you can manage to fit 2 180mm plates.
So, the Swarm Launcher and AV nades really aren't loosing anything, considering that even though the AV got a 33% nerf, and also considering that I saw a tank with 6k armor a few days ago, I think that it's going to be a even reduction I personally think AV grenades need more of a nerf. |
TechMechMeds
Swamp Marines Kleenex Inc.
930
|
Posted - 2013.10.25 22:42:00 -
[27] - Quote
Kasote Denzara wrote:One: The Forge Guns work as intended except for the Assault variants, as they produce far too much damage within a short span of time.
Two: The chances of killing with a Forge Gun with splash is abysmal if you don't have a height advantage (say, a tower). This is not a Mass Driver.
Three: I believe the "invisible swarms" is actually a rendering issue between the swarms and the game.
Four: The Forge Gun is limited by the rendering and by the user. This isn't something that is except from taking damage from everything but: grenades, installations, vehicles, Plasma Cannon, and Swarm Launchers. The heavy can die in one shot. An AR will cut down a heavy in seconds. A heavy will die by ANYTHING.
Five: I'm here to defend the Forge Gun, since it's one of the few things that are proper.
Get your game up.
This will never be a tanker game again. Those times are over. There will always be someone with AV ready to **** on your little easy boxes.
Even though in a dev blog CCP stated how vehicles are an important part of dust, can't remember which one and assault variant fg does more damage than regular, assault variants are supposed to be less damage with the benefit of higher ROF, not working as intended hence being looked at. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
762
|
Posted - 2013.10.25 22:44:00 -
[28] - Quote
Proto swarms will still deal over 1780 damage to armor plus damage mods. Still OP considering it will take a tank 16 or so seconds to recover from this. |
Kane Fyea
DUST University Ivy League
2128
|
Posted - 2013.10.25 22:48:00 -
[29] - Quote
KenKaniff69 wrote:Proto swarms will still deal over 1780 damage to armor plus damage mods. Still OP considering it will take a tank 16 or so seconds to recover from this. Swarms will deal exactly 1584 damage against armor (No damage mods) after these changes while they currently deal 2376 damage against armor (No damage mods). |
Kane Fyea
DUST University Ivy League
2128
|
Posted - 2013.10.25 22:50:00 -
[30] - Quote
TechMechMeds wrote:Kasote Denzara wrote:One: The Forge Guns work as intended except for the Assault variants, as they produce far too much damage within a short span of time.
Two: The chances of killing with a Forge Gun with splash is abysmal if you don't have a height advantage (say, a tower). This is not a Mass Driver.
Three: I believe the "invisible swarms" is actually a rendering issue between the swarms and the game.
Four: The Forge Gun is limited by the rendering and by the user. This isn't something that is except from taking damage from everything but: grenades, installations, vehicles, Plasma Cannon, and Swarm Launchers. The heavy can die in one shot. An AR will cut down a heavy in seconds. A heavy will die by ANYTHING.
Five: I'm here to defend the Forge Gun, since it's one of the few things that are proper.
Get your game up.
This will never be a tanker game again. Those times are over. There will always be someone with AV ready to **** on your little easy boxes. Even though in a dev blog CCP stated how vehicles are an important part of dust, can't remember which one and assault variant fg does more damage than regular, assault variants are supposed to be less damage with the benefit of higher ROF, not working as intended hence being looked at. Actually all of the assault variants (Excluding the AScR and Mass Driver) all have a higher RoF, Damage, and range with the only downside being increased CPU and PG usage. |
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