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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
The-Errorist
Closed For Business For All Mankind
361
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Posted - 2013.12.04 20:29:00 -
[1] - Quote
Is the stacking penalty for shield extenders only for vehicles, or also for infantry? |
The-Errorist
Closed For Business For All Mankind
361
|
Posted - 2013.12.04 20:33:00 -
[2] - Quote
When will you address TTK CCP? The 10% damage buff to weapons that came early in uprising to compensate for bad hit detection needs to go; we don't have that kind of problem anymore and it was only a temporary fix (which is now not needed), so please remove it. |
The-Errorist
Closed For Business For All Mankind
361
|
Posted - 2013.12.04 20:42:00 -
[3] - Quote
Atom Heart Mother wrote:all quite good, but nerf on AV? what's the reason for that? look at the proto grenade, now it deals less damage than standard, this is silly, and what abpout swarm launchers?? why? why did you touch AV? because of noob tankers complaining? no good, this is no good, I'm really disappointed WTF
Tanks lots 3 slots, swarms used to cover the entire map and all objectives from redzone, armor tanks lost their super repping capability, and vehicles got a relative nerf to PG/CPU.
Basically AV needed to be rebalanced because vehicles got rebalanced.
Also, complain after you get 1.7 to see if the AV nerf was too much or too little, not before. There's too many changes to really get a feel for if its too much. |
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:06:00 -
[4] - Quote
V1RONXSS wrote:omg nerf nerf nerf... AV weapons r just useless with stats u gave us here, unless u redused HP on vehicles, what u dont of course... adv av nades do fast the same as usual pro grenades.
Iceland weed tl;dr
P.S. shield nerf is bs. Vehicles lost a lot of slots, their modules got rebalanced, they don't have relatively as much PG/CPU, and they need to reload and resupply. |
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:11:00 -
[5] - Quote
Shokhann Echo wrote:still no vehicle lock huh... They added a timer and you can remove your turrets. |
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:20:00 -
[6] - Quote
DiGreatDestroyer wrote:One thing: If the owner of a vehicle enters 1 second after delivery, does it allow his squadmates to enter the vehicle right away, or they still have to wait the 5 seconds?? I would like to know this too. |
The-Errorist
Closed For Business For All Mankind
363
|
Posted - 2013.12.05 02:26:00 -
[7] - Quote
Agrios Endendros wrote:As a dedicated swarm user, I support these changes. If you were serious about taking out a tank, you already needed to engage a good tanker from within the 175m range(preferably within AV nade distance). With the removal of active reppers things should balance nicely. However, dropships(and red line rail tanks, I guess) are no longer my responsibility. I'll keep assaults from hovering, but beyond that, its up to you forge guns and rail tanks, now.
I agree the 400m is way too far but I think 175m might be a wee bit short. He speaketh the true true! |
The-Errorist
Closed For Business For All Mankind
364
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Posted - 2013.12.05 23:36:00 -
[8] - Quote
As for the other un-answered questions in this thread, there's this. |
The-Errorist
Closed For Business For All Mankind
380
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Posted - 2013.12.11 01:01:00 -
[9] - Quote
Sticky explosive should be in there! CCP add to to notes. |
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