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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Gelan Corbaine
Gladiators Vanguard
228
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Posted - 2013.12.05 18:17:00 -
[301] - Quote
Parson Atreides wrote:
Wut. You nerf the SL by 30% of its damage and more than half its range. Then all you do to the forge gun is increase the charge by a small amount and reduce the damage by 10%? No change to the range at all? The damage can still one shot any suit once you add in proficiency and at least one damage mod. So stupid.
You do realize that Forges require more sp than swarms have WAY less ammo and that the ONLY way a heavy can get money to pay for his stuff is to kill things ? At least Swarmers have an equipment slot for personal resupply or extra WP making on the side .
No job is worth doing if you don't get paid in the end .
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SHANN da MAN
D3LTA FORC3
107
|
Posted - 2013.12.05 19:24:00 -
[302] - Quote
Dudeguy94 Hal wrote:When it comes to swarms i am ok with it, i have used them before and the ranges are insane, i was DS surfing and managed to kill a assault dropship from the Gorgon i was surfing on, which is completely OP considering i was a logi at the time and also repaired him. 400M for swarms is crazy.
Agree 400M for swarms was crazy far, but ... 175M for swarms is equally crazy short.
There is no way a Swarm launcher can engage a dropship (its design intended target) successfully with so short a range along with Damage being reduced by 1/3. The range should have been reduced to somewhere between 250 - 300 M (or about 1/3 less - same reduction as Damage)
nothing to see here ... move along
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Gabriella Grey
The Neutral Zone
104
|
Posted - 2013.12.05 20:37:00 -
[303] - Quote
SHANN da MAN wrote:Dudeguy94 Hal wrote:When it comes to swarms i am ok with it, i have used them before and the ranges are insane, i was DS surfing and managed to kill a assault dropship from the Gorgon i was surfing on, which is completely OP considering i was a logi at the time and also repaired him. 400M for swarms is crazy.
Agree 400M for swarms was crazy far, but ... 175M for swarms is equally crazy short. There is no way a Swarm launcher can engage a dropship (its design intended target) successfully with so short a range along with Damage being reduced by 1/3. The range should have been reduced to somewhere between 250 - 300 M (or about 1/3 less - same reduction as Damage)
175m is more than enough for swarms. People keep forgetting that is to get a lock on, now how long swarms will chase you around the map. Especially when in relation to a dropship. Dropship pilots can't even make out who has swarms and who doesn't, and that goes the same for any other vehicle. With the new range its going to require swarm launcher users to actually implement "skill, and tactics." |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 20:48:00 -
[304] - Quote
at first look it seams like my swarm launcher will be of no use why o why reduce lock on range so much and what is the range of the rockets that fire? is that reduced too ? as it was all lav, tanks and drop ships were able to get out of range too fast. drop ships were able to fly up to avoid swarms tanks and lavs were around buildings and reducing av grenades too ? what good is an av suit now so now the only effective av weapon is a forge gun and they were reduced too i hope re-specs will b offered to players who specked into swarm launchers too as lav and tank skills are being refunded
what about tanks that red line snipe no way to kill them now unless you are a heavy
As i stated before it is not a problem with the swarm launcher it was a problem with the number of players using free and militia grade lav and tanks yes they should die fast vs adv and proto swarms. yes my adv swarms were able to kill these cheap rides in 1 or 2 swarms but what about installations now i have to be so close that the only weapon to remove them will b a tank
Also i want to remind every 1 that swarms were changed before reducing the clip size and how the skill points spent worked on them well most changes look good some don't seem well thought out reducing swarm range with reduced damage makes 4 an ineffective drop ship weapon changes to shield extender is this on lavs and tanks or on drop suits? adding weapons that do high dps when we all ready have ARs that do over 400 dps at miltia grade can i re-spec my pts in ar? |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 20:51:00 -
[305] - Quote
Gabriella Grey wrote:SHANN da MAN wrote:Dudeguy94 Hal wrote:When it comes to swarms i am ok with it, i have used them before and the ranges are insane, i was DS surfing and managed to kill a assault dropship from the Gorgon i was surfing on, which is completely OP considering i was a logi at the time and also repaired him. 400M for swarms is crazy.
Agree 400M for swarms was crazy far, but ... 175M for swarms is equally crazy short. There is no way a Swarm launcher can engage a dropship (its design intended target) successfully with so short a range along with Damage being reduced by 1/3. The range should have been reduced to somewhere between 250 - 300 M (or about 1/3 less - same reduction as Damage) 175m is more than enough for swarms. People keep forgetting that is to get a lock on, now how long swarms will chase you around the map. Especially when in relation to a dropship. Dropship pilots can't even make out who has swarms and who doesn't, and that goes the same for any other vehicle. With the new range its going to require swarm launcher users to actually implement "skill, and tactics."
what is the range of a drop ship gun? why should a gunner on a drop ship be able to hit the ground out of a swarm range ? |
Iron Wolf Saber
Den of Swords
11062
|
Posted - 2013.12.05 20:53:00 -
[306] - Quote
BMSTUBBY wrote:Iron Wolf Saber wrote:Ryder Azorria wrote: Hmmm... Would it still be a breach of your NDA if you were to post said numbers - I mean technically you're just saving Logibro some time.
Not my job to do his job. Also there are more things at work than just me posting it. This ^ is a troll. From one of the best trolls around.
What do you know? The numbers I had where slightly out of date than the one CCP Logibro posted, namely it didn't have the officer level forge guns and a few other numbers. Good thing I did not post it.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Infantry Armoring =// Unlocked
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Gabriella Grey
The Neutral Zone
104
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Posted - 2013.12.05 20:56:00 -
[307] - Quote
Pisidon Gmen wrote:at first look it seams like my swarm launcher will be of no use why o why reduce lock on range so much and what is the range of the rockets that fire? is that reduced too ? as it was all lav, tanks and drop ships were able to get out of range too fast. drop ships were able to fly up to avoid swarms tanks and lavs were around buildings and reducing av grenades too ? what good is an av suit now so now the only effective av weapon is a forge gun and they were reduced too i hope re-specs will b offered to players who specked into swarm launchers too as lav and tank skills are being refunded
what about tanks that red line snipe no way to kill them now unless you are a heavy
As i stated before it is not a problem with the swarm launcher it was a problem with the number of players using free and militia grade lav and tanks yes they should die fast vs adv and proto swarms. yes my adv swarms were able to kill these cheap rides in 1 or 2 swarms but what about installations now i have to be so close that the only weapon to remove them will b a tank
Also i want to remind every 1 that swarms were changed before reducing the clip size and how the skill points spent worked on them well most changes look good some don't seem well thought out reducing swarm range with reduced damage makes 4 an ineffective drop ship weapon changes to shield extender is this on lavs and tanks or on drop suits? adding weapons that do high dps when we all ready have ARs that do over 400 dps at miltia grade can i re-spec my pts in ar?
You are also forgetting about how unbalanced AV was in relation to other vehicles with the exception of tanks. Before Uprising all swarms killed dropships, no matter if it was militia or not, nor how much sp was invested. Swarms are not only intended for dropships, but for HAV's and LAV's too! And from what I understand any other future vehicle that will be coming out as well. If you are on the receiving end of advance and proto swarms using a well fitted dropship, HAV or LAV I promise you will think different to going against them. You are forced to flee no matter what. There is no room for engagement when roughly 1 million isk and easily over 5 million skill points are invested in one type of vehicle alone. Your lock on being placed in a reasonable zone, which allows any vehicle to engage you places it at fair game, giving enjoyment for all parties and no longer a one sided story.
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Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 21:01:00 -
[308] - Quote
Hunter Junko wrote:Kekklian Noobatronic wrote:Looks like CCP never learned their lessons from beta...
AV effectiveness drastically reduced, forge guns nerfed, tanks reworked in to viable murder platforms. CCP doesn't want people killing tanks, they just want them "harassing" them off the field temporarily. That way, they don't have to deal with tank driver crying over losing their "investment" - despite AV players and standard foot soldiers losing theirs by the boatload.
Welcome back Tank514. As someone who dedicated themselves to AV, I don't think I'll be bothering to come back after this deployment. might i remind AV operators that lock on range and missile range are two different things completely. you can now only lock on to a dropship at 175 meters, but the distance covered by your missiles will be the same 400 meters. thank you and have nice day, -Hunter
can i remind u that gunners on drop ships can hit the ground out of range and will b out of range of lock on so fast after 1 swarms hits them |
Slag Emberforge
Immortal Retribution
196
|
Posted - 2013.12.05 21:01:00 -
[309] - Quote
Swarms needed to be nerfed, I just think it needed a change more in mechanics than mathmatics.
Anything fire and forget should be low damage, but ATM we don't exactly have that many other options.
A bit disgruntled by the stealth FG need they slipped in way after every other V/AV changes were announced. |
IAmDuncanIdaho II
R 0 N 1 N
185
|
Posted - 2013.12.05 21:07:00 -
[310] - Quote
Pisidon Gmen wrote:Gabriella Grey wrote:SHANN da MAN wrote:Dudeguy94 Hal wrote:When it comes to swarms i am ok with it, i have used them before and the ranges are insane, i was DS surfing and managed to kill a assault dropship from the Gorgon i was surfing on, which is completely OP considering i was a logi at the time and also repaired him. 400M for swarms is crazy.
Agree 400M for swarms was crazy far, but ... 175M for swarms is equally crazy short. There is no way a Swarm launcher can engage a dropship (its design intended target) successfully with so short a range along with Damage being reduced by 1/3. The range should have been reduced to somewhere between 250 - 300 M (or about 1/3 less - same reduction as Damage) 175m is more than enough for swarms. People keep forgetting that is to get a lock on, now how long swarms will chase you around the map. Especially when in relation to a dropship. Dropship pilots can't even make out who has swarms and who doesn't, and that goes the same for any other vehicle. With the new range its going to require swarm launcher users to actually implement "skill, and tactics." what is the range of a drop ship gun? why should a gunner on a drop ship be able to hit the ground out of a swarm range ?
I would put forward the following suggestions:
- Coz they have to aim - Coz they are less effective at distance - Coz the gunner is also vulnerable - Coz dropships can turn the tide of battle without firing a gun (they are also personnel carriers) |
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Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 21:13:00 -
[311] - Quote
Gabriella Grey wrote:Pisidon Gmen wrote:at first look it seams like my swarm launcher will be of no use why o why reduce lock on range so much and what is the range of the rockets that fire? is that reduced too ? as it was all lav, tanks and drop ships were able to get out of range too fast. drop ships were able to fly up to avoid swarms tanks and lavs were around buildings and reducing av grenades too ? what good is an av suit now so now the only effective av weapon is a forge gun and they were reduced too i hope re-specs will b offered to players who specked into swarm launchers too as lav and tank skills are being refunded
what about tanks that red line snipe no way to kill them now unless you are a heavy
As i stated before it is not a problem with the swarm launcher it was a problem with the number of players using free and militia grade lav and tanks yes they should die fast vs adv and proto swarms. yes my adv swarms were able to kill these cheap rides in 1 or 2 swarms but what about installations now i have to be so close that the only weapon to remove them will b a tank
Also i want to remind every 1 that swarms were changed before reducing the clip size and how the skill points spent worked on them well most changes look good some don't seem well thought out reducing swarm range with reduced damage makes 4 an ineffective drop ship weapon changes to shield extender is this on lavs and tanks or on drop suits? adding weapons that do high dps when we all ready have ARs that do over 400 dps at miltia grade can i re-spec my pts in ar? You are also forgetting about how unbalanced AV was in relation to other vehicles with the exception of tanks. Before Uprising all swarms killed dropships, no matter if it was militia or not, nor how much sp was invested. Swarms are not only intended for dropships, but for HAV's and LAV's too! And from what I understand any other future vehicle that will be coming out as well. If you are on the receiving end of advance and proto swarms using a well fitted dropship, HAV or LAV I promise you will think different to going against them. You are forced to flee no matter what. There is no room for engagement when roughly 1 million isk and easily over 5 million skill points are invested in one type of vehicle alone. Your lock on being placed in a reasonable zone, which allows any vehicle to engage you places it at fair game, giving enjoyment for all parties and no longer a one sided story.
well then you were in the wrong drop ship as i have several time spent the whole match swarming the same drop ship who takes 3 swarms then runs and hides or flys up out of range tell he heals i have dealt over 30k damage in a round trying to kill drop ships that run away as 4 lav they usually just run around trying to run over players note its a car not a tank it should die a lot easier a good tanker knows he needs ground troupes backing him up so he has protection vs swarms yes i have seen a proto swarm run a tank off a hill he was all by him self up there had there been ground tropes or some one on a small tank gun that logie with no side arm would have been dead . but how meany players run proto swarms doesn't seem like a lot to me i only know of 1 fore sure in my corp |
Gabriella Grey
The Neutral Zone
104
|
Posted - 2013.12.05 21:17:00 -
[312] - Quote
Quote:well then you were in the wrong drop ship as i have several time spent the whole match swarming the same drop ship who takes 3 swarms then runs and hides or flys up out of range tell he heals i have dealt over 30k damage in a round trying to kill drop ships that run away as 4 lav they usually just run around trying to run over players note its a car not a tank it should die a lot easier a good tanker knows he needs ground troupes backing him up so he has protection vs swarms yes i have seen a proto swarm run a tank off a hill he was all by him self up there had there been ground tropes or some one on a small tank gun that logie with no side arm would have been dead . but how meany players run proto swarms doesn't seem like a lot to me i only know of 1 fore sure in my corp
Just watch the videos on the links in my previous message. You should understand it better. |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.05 21:45:00 -
[313] - Quote
Gabriella Grey wrote:Quote:well then you were in the wrong drop ship as i have several time spent the whole match swarming the same drop ship who takes 3 swarms then runs and hides or flys up out of range tell he heals i have dealt over 30k damage in a round trying to kill drop ships that run away as 4 lav they usually just run around trying to run over players note its a car not a tank it should die a lot easier a good tanker knows he needs ground troupes backing him up so he has protection vs swarms yes i have seen a proto swarm run a tank off a hill he was all by him self up there had there been ground tropes or some one on a small tank gun that logie with no side arm would have been dead . but how meany players run proto swarms doesn't seem like a lot to me i only know of 1 fore sure in my corp Just watch the videos on the links in my previous message. You should understand it better.
i did watch the videos and now i say to you watch them with this in mind the video where he kills his friend after he is swarmed how much damage dose he take from any 1 swarm? it did less then 1/4 damage to his shield. it was 3 swarms that made him run rendering issue caused them to be invisible, and it is not the swarms that kill him he hits the ground when he dies this video also shows how a assault drop ship can shoot down on an insulation or tank where they can not return fire part of it is a rendering issue not problem with swarms range or damage watch when he goes up to avoid swarms as 4 the range of them on maps look at how little of the map ware a tank can be that is in lock on range with slow reload time and clip size there is no way to kill a high hp tank / drop ship as 4 the FG its not that easy to hit a moving target with it you cant look at it from just the drop ship pilot view you have to see the swarm launcher view too i am looking at the changes from both sides 1 side will get a re-speck of skill pts 1 side wont and remember it is not just range but a damage nurff too to the av guys |
Levet Darasuum
Poetic Exiles
16
|
Posted - 2013.12.05 22:07:00 -
[314] - Quote
Decent patch *casual head nod*
Poetic Exiles || CEO
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The-Errorist
Closed For Business For All Mankind
364
|
Posted - 2013.12.05 23:36:00 -
[315] - Quote
As for the other un-answered questions in this thread, there's this. |
Glass Zeraki
The Phoenix Federation
0
|
Posted - 2013.12.06 01:42:00 -
[316] - Quote
Great looking patch CCP! Although in my opinion, the shield extender stacking penalty isn't needed, and I'm an armor fit. The nerf to swarms caught me by surprise too, imo they were next to useless before, now I might as well delete my AV fit because I won't be using my advanced swarms anymore lol. I'm liking the FG nerf, seems reasonable.
Something just occured to me however: if turrets have finite ammo and will need to eventually get more ammo from a supply depot, couldn't you just destroy the supply depot? That would limit the tanker's ability to massacre infantry at least.
Also, I forsee players destroying the supply depot(s) at the start of matches, like how everybody destroys the useless turret installations now.
Overall though I'm looking forward to the 10th! |
Lowkiie
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2013.12.06 04:17:00 -
[317] - Quote
Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. |
dustwaffle
Xer Cloud Consortium
717
|
Posted - 2013.12.06 05:53:00 -
[318] - Quote
Nice patch notes!
Although the shield extender nerf is a bit meh...
Funny how Dust OP cycle follows the EVE cycle in its infancy: Caldari were king of the hill at the start of both games. Caldari went through repeated nerfs, both direct and indirect. Gallente becomes the new OP
My prediction? Train up those Minmatar skills, be first in the line for the nano era, and you can say "I was using Minmatar back before they were cool".
After that will be Amarr
Finally after 8 years the OP swings back to Caldari.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:16:00 -
[319] - Quote
The-Errorist wrote:Shokhann Echo wrote:still no vehicle lock huh... They added a timer and you can remove your turrets. Timer =/= lock
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:20:00 -
[320] - Quote
Kekklian Noobatronic wrote:Looks like CCP never learned their lessons from beta...
AV effectiveness drastically reduced, forge guns nerfed, tanks reworked in to viable murder platforms. CCP doesn't want people killing tanks, they just want them "harassing" them off the field temporarily. That way, they don't have to deal with tank driver crying over losing their "investment" - despite AV players and standard foot soldiers losing theirs by the boatload.
Welcome back Tank514. As someone who dedicated themselves to AV, I don't think I'll be bothering to come back after this deployment. Or, you know, you could stop trying to solo tanks with MLT swarms and Hacked EX-0 AV grenades.
I love how all you people complain that chasing away a tank isn't good enough. You clearly have never been in a PC.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:32:00 -
[321] - Quote
BARDAS wrote:I see nothing to entice me back into giving this game another shot. Completely weak sauce CCP. This isn't me me me. They've pushed back the vehicle balance multiple times. It's about time it's finally coming out. Quit your whining, and if you really don't like it that much, stop bothering.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:34:00 -
[322] - Quote
DeeJay One wrote:To all those whining that armour tanking is OP: just wait until my combat rifle with +10% to armour dmg hits you ;) (the AR and shotty have -10% to armour damage and +10% for shields, while the combat rifle has only -5% for shields)
Yeah okay, everything melts armor incredibly fast.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1429
|
Posted - 2013.12.06 06:34:00 -
[323] - Quote
TERMINALANCE wrote:CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4 Are you ******* kidding me? the breach is now worthless, if you calculate its DPS including reloads compared to the assult it was worse before now it cannot even do the spike dmg to make up for it! its ********. its now completely useless! never to be seen on the battlefield again. Dumbest change ever!! Maybe you shouldn't try to solo vehicles. Ever think of that?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Fristname Family name
The New Age Outlaws WINMATAR.
30
|
Posted - 2013.12.06 06:48:00 -
[324] - Quote
The forge gun nerf isnt that bad its ment to be a heavy wepon which means it should do heavy damage and im surprised nobody is compalining about the ar not being nerfed. The ar does more damage than a damm gattaling gun! Ccp the fire rate increase doesnt do s#! T all to help us kill. Give the hmg a buff by at least 15% because people with an assualt rifle see us duck around a corner after they see our hmg and just walk out and tear us apart in 4 seconds. The sentinal needs to lose then feedback damage reduction and to have a 5% incress to armour plate and repair effincy. Also a proto gallente logi has 5 low slots the proto sentinal has 4 at least give it 2 high and 4 low.
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
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Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.06 06:56:00 -
[325] - Quote
Spkr4theDead wrote:TERMINALANCE wrote:CCP Logibro wrote:Forge Gun numbers! (delete stats 4 space)
Are you ******* kidding me? the breach is now worthless, if you calculate its DPS including reloads compared to the assult it was worse before now it cannot even do the spike dmg to make up for it! its ********. its now completely useless! never to be seen on the battlefield again. Dumbest change ever!! Maybe you shouldn't try to solo vehicles. Ever think of that?
don"t solo vehicles ????? so what we should run a full squad of av? where is your head at this takes several playes out of the infantry fight as av guys are not set up to kill players. A good squad should have a mix of players 1 player with av in a squad should be enough. most modern av weapons will kill any tank or lesser transport in 1 hit so killing a tank in 3 to 5 swarms should be resalable. maybe tanks shouldn't run around solo! as you try to imply its a team game not a me game so lone tanks should be just as vulnerable to av weapons as troupes are to a blaster tank or installations are to a rail gun tank
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Pisidon Gmen
Ivory Vanguard
10
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Posted - 2013.12.06 07:18:00 -
[326] - Quote
Fristname Family name wrote:The forge gun nerf isnt that bad its ment to be a heavy wepon which means it should do heavy damage and im surprised nobody is compalining about the ar not being nerfed. The ar does more damage than a damm gattaling gun! Ccp the fire rate increase doesnt do s#! T all to help us kill. Give the hmg a buff by at least 15% because people with an assualt rifle see us duck around a corner after they see our hmg and just walk out and tear us apart in 4 seconds. The sentinal needs to lose then feedback damage reduction and to have a 5% incress to armour plate and repair effincy. Also a proto gallente logi has 5 low slots the proto sentinal has 4 at least give it 2 high and 4 low.
I so agree all AR are too high dps but that has been a complainant 4 a long time now there are sever threads on it including 1 I started
in all fairness there are several rapid fire weapons that do too much dps the 2 biggest are the scrambler (anything) and all AR. Also I fear that the new weapons to be released will be as bad. With the avg non proto suit having 600 hp or less any thing doing more then 400 dps with out proficiency or damage mods on it is op after adding damage mods and proficiency damage increases they do way tooooooo much there are some weapons that do very high damage but these make sense sniper (well its a sniper it should kill in 1 or 2 shots )heaves are hard to kill with a sniper (unless they hold still well u shoot ) FG its meant to kill lav tanks and drop ships (but several players use them to infantry snip from high spots)nurffed do to this swarms have high damage but are unable to target infantry ( being nurffed in to uselessness ) some people will say the mass driver is op but it is hard to get good with it as a mass driver user i will say i get a lot more ast using then kills it preforms its use well it prevents u from going where the shells land but run up on one and usually you will kill them close range (unless they carry a sidearm) |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.12.06 07:25:00 -
[327] - Quote
Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead.
well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches |
IAmDuncanIdaho II
R 0 N 1 N
186
|
Posted - 2013.12.06 09:13:00 -
[328] - Quote
Pisidon Gmen wrote:Spkr4theDead wrote:TERMINALANCE wrote:CCP Logibro wrote:Forge Gun numbers! (delete stats 4 space)
Are you ******* kidding me? the breach is now worthless, if you calculate its DPS including reloads compared to the assult it was worse before now it cannot even do the spike dmg to make up for it! its ********. its now completely useless! never to be seen on the battlefield again. Dumbest change ever!! Maybe you shouldn't try to solo vehicles. Ever think of that? don"t solo vehicles ????? so what we should run a full squad of av? where is your head at this takes several playes out of the infantry fight as av guys are not set up to kill players. A good squad should have a mix of players 1 player with av in a squad should be enough. most modern av weapons will kill any tank or lesser transport in 1 hit so killing a tank in 3 to 5 swarms should be resalable. maybe tanks shouldn't run around solo! as you try to imply its a team game not a me game so lone tanks should be just as vulnerable to av weapons as troupes are to a blaster tank or installations are to a rail gun tank
I'm not understanding your logic here. You seem to be saying that infantry running AV takes them out of the infantry fight. So don't run AV? But you need to kill the tank I hear you say? Why? Coz it's in the infantry fight, killing infantry? You're still in the infantry fight.
Also if you made tanks as easy to kill as infantry can be killed by tanks, why would anybody bother running tanks? They're tanks!! They're immune to infantry versus infantry weapons.
Sorry dude, I can't agree with your thinking here. |
Shijima Kuraimaru
warravens League of Infamy
389
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Posted - 2013.12.06 09:19:00 -
[329] - Quote
Pisidon Gmen wrote:Lowkiie wrote:Being removed for a whole day is a little much don't you think? CCP, YOU REALLY NEED TO LAY OFF THE CRACK PIPE!!!. How about these assholes cheating by throwing Drop Uplinks inside of Null Cannons and walls? Diddn't see anything about that. You need to get rid of Mouse and keyboard to. Too many of these high KDR guys are talking like they are good when really they are using eagle eye or what ever the hell its called, to get aim assist with KB/M. How about a Newbie Friendly game mode. Rather than cater to the crybabys who just want easy kills, do something like a standard gear only match. Do something to get new players in. GET YOUR GOD DAMNED HEADS ON STRAIGHT! Stop with the smoke and mirrors and do something worthwhile or Dust514 is dead. well said a game with out new players will die fast and new players who die fast will not stay at least extend academy play to 1 mill life time skill pts so players can have some idea how the game plays before becoming meat in the proto grinder that is pub and fractional matches
Yeah, Don't "cater to the crybabys", leave KB/M alone. People who use KB/M know there's really no aim assist with it unlike the DS3. Those saying there is should really "Stop with the smoke and mirrors". A variable "dots per second" on the fly mouse is not aim assist. With CCP implementing separate hip fire and ADS sensitivities in a 0 - 100 gradient, rather than 0 -10, that variable DPS can be left alone if a player wants to adjust the in game settings instead.
Too many people still don't seem to understand that Dust isn't anywhere near complete.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
59
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Posted - 2013.12.06 10:05:00 -
[330] - Quote
Very excited to finally get my minmatar rifle but of course CCP decides that giving me a piece of happiness they should mix in some dog crap for flavor. A Shield Recharge penalty? How the freak you expect me to survive in this low TTK environment? I am full Minnie Assault too. I got only 2 low slots yo. Shields go down like butter and shield regulators and rechargers are pointless for quite sometime anyway due to TTK. I already got to evade for a huge time while being shot at and that's if im lucky to get away. Speed doesn't help when Aim Assist and Hit detection doing the Batman and Robin combo on me. Even im not sure what i should feel like , i am happy but mortified at the same time.
With that said. Its been fun playing with you fellow dust players. I'll try my combat rifle for a bit and probably rage quit somewhere along the way. I will see you guys next patch or hot-fix that doesn't nerf shields.
Trust in the Rust!
7-Time Mass Driver World Champion
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