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Justin Tymes
Dem Durrty Boyz Renegade Alliance
526
|
Posted - 2013.12.05 02:45:00 -
[31] - Quote
Foundation Seldon wrote:Justin Tymes wrote:Which is why I don't understand the Breach nerf. Assault Forge can tag fleeing vehicles and Infantry, still OHKOs Infantry, and 2 shots from an Assault Forge > 1 shot from a Breach Forge.
Of course it's not the only useless Breach weapon in the game, most need a serious look. The Breach nerf probably had to do with Dropships more than anything else. Their effective HP without modules on is MUCH lower than it is now and if Forge numbers had stayed the same then they would have been in a pretty precarious position.
I honestly think that's where the Breach needs to be. No splash damage, immovable while Charging, maybe increase the charge time, but make it able to 1 shot all but the bulkiest of vehicles without anything activated. This would give it purpose. |
Funkmaster Whale
Fatal Absolution
1260
|
Posted - 2013.12.05 02:47:00 -
[32] - Quote
Honestly not bad at all. If they didnt change the splash damage I'll still be blasting infantry left n right.
The increase charge time kinda sucks but if that's how they think they can balance it them I'm all for it. The mechanic of the gun remains the same, maps remain unchanged, so this doesn't change much except having to slightly adapt to a 2.27s charge vs a 1.87s charge.
Let me play you the song of my people!
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Vitharr Foebane
Blood Money Mercenaries
314
|
Posted - 2013.12.05 02:48:00 -
[33] - Quote
Himiko Kuronaga wrote:Kind of like every other forge gun can do.
Except that can also kill with splash, and not root you in place for a year making you completely worthless the other 99.9% of the game. The breach catches a lot of flak but the way I see it the BFG is a skill shot weapon. One hit to the weakspot WILL pop a tank where as the AFG could be no kill and allow the HAV to get away. Just my opinion though
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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GHOSTLY ANNIHILATOR
The Corporate Raiders Top Men.
1062
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Posted - 2013.12.05 02:49:00 -
[34] - Quote
Honesty to tell u the truth i would like to see how this would all work with the new vehicle changes hmmm i guess well wait for 1.7
My PS3 is dusty ._.
Level 1 Forum Warrior
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The Robot Devil
Molon Labe. RISE of LEGION
1285
|
Posted - 2013.12.05 02:52:00 -
[35] - Quote
They should add a tool or mod that pulls heat out of the HMG so it can fire longer or something similar. I don't use the HMGs so I am ignorant to their good/bad areas. I die to them but I am a bad players so my deaths don't count much. Well that and starter/BP fits. I figure if I can't do well in BPO/starters then I can't do well in any other. I haven't used any advanced suits in about a month or more.
Point is that we need some modules or tools that change how HMGs work and suits that allow for those to be fitted. There is no where near the diversity of weapons mods that there should be. Range, spread ( both wider and narrower ), rof, heat dispersion, spool up time and extra ammo are all modules that would give heavies something to use to make the weapon more how they like. It should be a perk of being a heavy.
Even some type of nanofiber weapon that reduces rof but increases the speed of the suit when being used. Our fat brothers need things and they deserve to have them
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
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Foundation Seldon
Gespenster Kompanie Villore Accords
265
|
Posted - 2013.12.05 02:52:00 -
[36] - Quote
Justin Tymes wrote:Foundation Seldon wrote:Justin Tymes wrote:Which is why I don't understand the Breach nerf. Assault Forge can tag fleeing vehicles and Infantry, still OHKOs Infantry, and 2 shots from an Assault Forge > 1 shot from a Breach Forge.
Of course it's not the only useless Breach weapon in the game, most need a serious look. The Breach nerf probably had to do with Dropships more than anything else. Their effective HP without modules on is MUCH lower than it is now and if Forge numbers had stayed the same then they would have been in a pretty precarious position. I honestly think that's where the Breach needs to be. No splash damage, immovable while Charging, maybe increase the charge time, but make it able to 1 shot all but the bulkiest of vehicles without anything activated. This would give it purpose.
If you have a weapon capable of 1 shotting a fitted dropship from anywhere in a 300m radius that's costing the user between 700-900k then you set yourself up for a situation that we have now where they're simply no where near worth the price to bring them out on the battlefield. Their current numbers are already 10% higher than the most powerful Large Rail gun you can fit on a Tank so I really can't sympathize with that point of view.
1.7 LAVs - Thoughts and Discussion
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Skihids
Unkn0wn Killers Renegade Alliance
2487
|
Posted - 2013.12.05 02:53:00 -
[37] - Quote
It will be interesting to see if vehicles will be able to get away from the FG for their cooldown. |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
85
|
Posted - 2013.12.05 02:54:00 -
[38] - Quote
Not horrible... a 25% nerf to DPS (IAFG = 1215DPS now, 925DPS after patch). Still might be a bit much but i prefer the nerf stick over the nerf bat. |
Absoliav
Tronhadar Free Guard Minmatar Republic
91
|
Posted - 2013.12.05 02:59:00 -
[39] - Quote
DUST Fiend wrote:Absoliav wrote:Vitharr Foebane wrote:Himiko Kuronaga wrote:DUST Fiend wrote:Sick, I'm definitely happy with that. The breach does seem a tad underwhelming now, but it was definitely too strong before. We'll have to see how it works out, but this looks like a good start Yea, the breach was so strong that NOBODY USED IT PERIOD. The breach is great for one thing popping dropships like over ripe tomatoes I think you have the Breach confused with the Assault. Actually no, the Breach has always frightened me far more than the Assault when I'm flying, particularly if he's with a friend or two with AV. The Breach could almost one shot any dropship, my fit and a couple others can limp away, but when you add just one militia swarm or forge or even plasma cannon if you're close enough, and it's lights out. Most other dropships just pop. I use the IAFG over the BFG because I'm a lonewolf nutjob and I need the mobility. The breach is best in squads, and best at popping dropships. I'm not entirely sure what the breach is for right now, since its alpha damage isn't too powerful. I personally feel somewhere near 2,400 would be good, but there's no way to know until we actually sit down with everything (though you math magicians certainly do a good job)
That's the idea of the Breach, but the problem with it is the Assault, before the Proto Assault could do 554 more damage than the Proto Breach in the same time it takes to fire a proto Breach pre 1.7, with the new numbers the Proto Assault now leads with 900 damage over the Breach in the same amount of time with far less risk to the user. |
Absoliav
Tronhadar Free Guard Minmatar Republic
91
|
Posted - 2013.12.05 03:03:00 -
[40] - Quote
Crimson Cerberes wrote:Not horrible... a 25% nerf to DPS (IAFG = 1215DPS now, 925DPS after patch). Still might be a bit much but i prefer the nerf stick over the nerf bat.
Sadly the Breach got the nerf sledgehammer. |
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
527
|
Posted - 2013.12.05 03:04:00 -
[41] - Quote
Foundation Seldon wrote:Justin Tymes wrote:Foundation Seldon wrote:Justin Tymes wrote:Which is why I don't understand the Breach nerf. Assault Forge can tag fleeing vehicles and Infantry, still OHKOs Infantry, and 2 shots from an Assault Forge > 1 shot from a Breach Forge.
Of course it's not the only useless Breach weapon in the game, most need a serious look. The Breach nerf probably had to do with Dropships more than anything else. Their effective HP without modules on is MUCH lower than it is now and if Forge numbers had stayed the same then they would have been in a pretty precarious position. I honestly think that's where the Breach needs to be. No splash damage, immovable while Charging, maybe increase the charge time, but make it able to 1 shot all but the bulkiest of vehicles without anything activated. This would give it purpose. If you have a weapon capable of 1 shotting a fitted dropship from anywhere in a 300m radius that's costing the user between 700-900k then you set yourself up for a situation that we have now where they're simply no where near worth the price to bring them out on the battlefield. Their current numbers are already 10% higher than the most powerful Large Rail gun you can fit on a Tank so I really can't sympathize with that point of view.
Then that's a ISK cost issue which should be irrelevant to gameplay. Being afraid to bring stuff out unless things are nerfed to the point where you have a near guaranteed chance of survival isn't how Dust should be played. |
Poonmunch
Sanguis Defense Syndicate
615
|
Posted - 2013.12.05 03:06:00 -
[42] - Quote
What's the range on those BTW?
Munch
What if the hokey pokey really is what it's all about?
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ROMULUS H3X
research lab
8
|
Posted - 2013.12.05 03:06:00 -
[43] - Quote
Funkmaster Whale wrote:Honestly not bad at all. If they didnt change the splash damage I'll still be blasting infantry left n right.
The increase charge time kinda sucks but if that's how they think they can balance it them I'm all for it. The mechanic of the gun remains the same, maps remain unchanged, so this doesn't change much except having to slightly adapt to a 2.27s charge vs a 1.87s charge.
Ya I'm completly OK with the damage reduction but the charge time change is a punch in the balls, there goes 7 months of internal forge timing down the drain. Just when i was starting to forge people out of mid air... |
Vitharr Foebane
Blood Money Mercenaries
314
|
Posted - 2013.12.05 03:07:00 -
[44] - Quote
Poonmunch wrote:What's the range on those BTW?
Munch No range nerf
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Foundation Seldon
Gespenster Kompanie Villore Accords
265
|
Posted - 2013.12.05 03:12:00 -
[45] - Quote
Justin Tymes wrote:Foundation Seldon wrote:Justin Tymes wrote:Foundation Seldon wrote:Justin Tymes wrote:Which is why I don't understand the Breach nerf. Assault Forge can tag fleeing vehicles and Infantry, still OHKOs Infantry, and 2 shots from an Assault Forge > 1 shot from a Breach Forge.
Of course it's not the only useless Breach weapon in the game, most need a serious look. The Breach nerf probably had to do with Dropships more than anything else. Their effective HP without modules on is MUCH lower than it is now and if Forge numbers had stayed the same then they would have been in a pretty precarious position. I honestly think that's where the Breach needs to be. No splash damage, immovable while Charging, maybe increase the charge time, but make it able to 1 shot all but the bulkiest of vehicles without anything activated. This would give it purpose. If you have a weapon capable of 1 shotting a fitted dropship from anywhere in a 300m radius that's costing the user between 700-900k then you set yourself up for a situation that we have now where they're simply no where near worth the price to bring them out on the battlefield. Their current numbers are already 10% higher than the most powerful Large Rail gun you can fit on a Tank so I really can't sympathize with that point of view. Then that's a ISK cost issue which should be irrelevant to gameplay. Being afraid to bring stuff out unless things are nerfed to the point where you have a near guaranteed chance of survival isn't how Dust should be played.
It's one issue but certainly not the only one, I'd still argue that, thanks to their range not having changed, the Forge is still in a position where its got a HUGE advantage over anything flying in the air. With Swarms I at least have some sort of warning in which I can hear their approach and respond to their general direction upon being hit. Forges don't leave me that opportunity unless I already have line of sight on their position and am within renderable range of my target. The hit indicator is often misleading and turning on to respond to any one threat or another often doesn't gleam me any relevant information about where your shot may have come from. My only real option, as a pilot, is to run and hope that the hit indicators on my Dropship haven't glitched to the point where I'm running into another shot.
There's no sort of compelling or satisfying gameplay there, no back and forth between AV and Vehicle in which I can choose to gauge the threat of my target and decide whether or not to attack or flee; it's find a supply depot, find a nook or cranny, charge up and destroy.
You're a tiny glowing dot that may or may not render at any given time that could be literally anywhere on the map without me having a single clue that you've even spawned and you've destroyed me without me having any clue how or where I could have responded differently. Is that the sort of gameplay you want?
1.7 LAVs - Thoughts and Discussion
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Absoliav
Tronhadar Free Guard Minmatar Republic
91
|
Posted - 2013.12.05 03:26:00 -
[46] - Quote
Foundation Seldon wrote: It's one issue but certainly not the only one, I'd still argue that, thanks to their range not having changed, the Forge is still in a position where its got a HUGE advantage over anything flying in the air. With Swarms I at least have some sort of warning in which I can hear their approach and respond to their general direction upon being hit. Forges don't leave me that opportunity unless I already have line of sight on their position and am within renderable range of my target. The hit indicator is often misleading and turning on to respond to any one threat or another often doesn't gleam me any relevant information about where your shot may have come from. My only real option, as a pilot, is to run and hope that the hit indicators on my Dropship haven't glitched to the point where I'm running into another shot.
There's no sort of compelling or satisfying gameplay there, no back and forth between AV and Vehicle in which I can choose to gauge the threat of my target and decide whether or not to attack or flee; it's find a supply depot, find a nook or cranny, charge up and destroy.
You're a tiny glowing dot that may or may not render at any given time that could be literally anywhere on the map without me having a single clue that you've even spawned and you've destroyed me without me having any clue how or where I could have responded differently. Is that the sort of gameplay you want?
Understandable as your point maybe, it's still an irrelevant issue, rendering problems are a different issue on their own and cannot be factored in to vehicle/anti-vehicle balance, since it's an outside factor, you can't blame anti-vehicle weapons for a problem that isn't related/caused by them. |
Justin Tymes
Dem Durrty Boyz Renegade Alliance
527
|
Posted - 2013.12.05 03:32:00 -
[47] - Quote
Foundation Seldon wrote:It's one issue but certainly not the only one, I'd still argue that, thanks to their range not having changed, the Forge is still in a position where its got a HUGE advantage over anything flying in the air. With Swarms I at least have some sort of warning in which I can hear their approach and respond to their general direction upon being hit. Forges don't leave me that opportunity unless I already have line of sight on their position and am within renderable range of my target. The hit indicator is often misleading and turning on to respond to any one threat or another often doesn't gleam me any relevant information about where your shot may have come from. My only real option, as a pilot, is to run and hope that the hit indicators on my Dropship haven't glitched to the point where I'm running into another shot.
There's no sort of compelling or satisfying gameplay there, no back and forth between AV and Vehicle in which I can choose to gauge the threat of my target and decide whether or not to attack or flee; it's find a supply depot, find a nook or cranny, charge up and destroy.
You're a tiny glowing dot that may or may not render at any given time that could be literally anywhere on the map without me having a single clue that you've even spawned and you've destroyed me without me having any clue how or where I could have responded differently. Is that the sort of gameplay you want?
Yes. The same thing as a proto suit dying to a charged Sniper Rifle, take away Sniper rifles too? Flying makes you auto-vulnerable because everyone can see you, it comes with flying. Make the Breach Forge gun act like the charged Sniper rifle with drawbacks against vehicles, it's not like the Breach user is going anywhere, or doing much of anything other than hitting vehicles which it is designed to do and is super-vulnerable when it does.
It was already difficult to kill a decent flyer with swarms before the patch, and trying to kill dropships with swarms competitively will be a joke in 1.7. The fact that you brought up swarms furthers the point of only using things when you feel safe from threats. |
Disturbingly Bored
The Strontium Asylum
1213
|
Posted - 2013.12.05 03:36:00 -
[48] - Quote
Absoliav wrote:Crimson Cerberes wrote:Not horrible... a 25% nerf to DPS (IAFG = 1215DPS now, 925DPS after patch). Still might be a bit much but i prefer the nerf stick over the nerf bat. Sadly the Breach got the nerf sledgehammer.
Sorry, sir, but math. Normal FG got a 25% DPS reduction, AFG and BFG both got a 33% reduction.
I disagree that an extra 8% takes something from a stick to a sledgehammer.
AFG will still be the one gun to rule them all. (From a distance.)
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Foundation Seldon
Gespenster Kompanie Villore Accords
268
|
Posted - 2013.12.05 03:52:00 -
[49] - Quote
Justin Tymes wrote:Foundation Seldon wrote:It's one issue but certainly not the only one, I'd still argue that, thanks to their range not having changed, the Forge is still in a position where its got a HUGE advantage over anything flying in the air. With Swarms I at least have some sort of warning in which I can hear their approach and respond to their general direction upon being hit. Forges don't leave me that opportunity unless I already have line of sight on their position and am within renderable range of my target. The hit indicator is often misleading and turning on to respond to any one threat or another often doesn't gleam me any relevant information about where your shot may have come from. My only real option, as a pilot, is to run and hope that the hit indicators on my Dropship haven't glitched to the point where I'm running into another shot.
There's no sort of compelling or satisfying gameplay there, no back and forth between AV and Vehicle in which I can choose to gauge the threat of my target and decide whether or not to attack or flee; it's find a supply depot, find a nook or cranny, charge up and destroy.
You're a tiny glowing dot that may or may not render at any given time that could be literally anywhere on the map without me having a single clue that you've even spawned and you've destroyed me without me having any clue how or where I could have responded differently. Is that the sort of gameplay you want?
Yes. The same thing as a proto suit dying to a charged Sniper Rifle, take away Sniper rifles too? Flying makes you auto-vulnerable because everyone can see you, it comes with flying. Make the Breach Forge gun act like the charged Sniper rifle with drawbacks against vehicles, it's not like the Breach user is going anywhere, or doing much of anything other than hitting vehicles which it is designed to do and is super-vulnerable when it does. It was already difficult to kill a decent flyer with swarms before the patch, and trying to kill dropships with swarms competitively will be a joke in 1.7. The fact that you brought up swarms furthers the point of only using things when you feel safe from threats.
I'm glad that you mentioned snipers as it illustrates my point pretty succinctly.
It takes a considerable amount of skill for a sniper to 1 shot a proto with anything short of a headshot (or multiple given the HP values I see running around). There's multiple avenues of cover that an infantry person can take compared to a Dropship that's in the air. Having shot at me I can see a weapon trail that leads directly back to you, the sniper, and can choose whether or not your worth my time to try to pursue. If I choose to engage you and can navigate and avoid your shots well enough then I'm rewarded with having put you out of your effective range, getting close to you weakens you and strengthens me.
None of this happens with a Dropship vs. Forge. I get close to you (assuming I saw where you shot from to begin with) and you're in no way less powerful or potent, if anything you're MORE powerful because I've lended you a larger target to shoot at, your damage hasn't fallen off and its no more difficult for you to take me out at 30m as it was at 300m.
JudgeRhadamanthus goes over this point further in his dropship video series, if you're interested in seeing the other side's point of view then I'd suggest subscribing and checking out his videos. All credits to him for the original source of the argument I've (tried) to present.
www.youtube.com/watch?v=_w-sVXgJKSQ
1.7 LAVs - Thoughts and Discussion
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Bojo The Mighty
Zanzibar Concept
2293
|
Posted - 2013.12.05 04:01:00 -
[50] - Quote
Hmm, but if I know forge gunners, they'll start hunting in packs of two!
And to all the Condors we know this is good news....assault FGs that aren't ridiculous! |
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
86
|
Posted - 2013.12.05 04:03:00 -
[51] - Quote
Disturbingly Bored wrote:Absoliav wrote:Crimson Cerberes wrote:Not horrible... a 25% nerf to DPS (IAFG = 1215DPS now, 925DPS after patch). Still might be a bit much but i prefer the nerf stick over the nerf bat. Sadly the Breach got the nerf sledgehammer. Sorry, sir, but math. Normal FG got a 25% DPS reduction, AFG and BFG both got a 33% reduction. I disagree that an extra 8% takes something from a stick to a sledgehammer. AFG will still be the one gun to rule them all. (From a distance.)
Ok lets math it out.
Pre 1.7 1663 *1.187*1.15 = 2270 2.5sec*.75=1.875 2270/1.875=1210 dmg
Post 1.7 1500*1.187*1.15 = 2047 3.0sec*.75 = 2.25 2047/2.25=909 dmg
909/1210 = 0.75124 meaning 909 is ~ 75% of 1210, or that the new damage is 75% of the old damage 1-0.75124 ~~ 25% less
Or I will do this the easy way using easy numbers. What is one quarter of 12? 3
What is 12 - 3? 9
What is 12 minus one quarter of 12? 9
A 33% reduction would be more like 800 DPS.
Do no question my math good sir.
This is purely IAFG numbers here. |
Absoliav
Tronhadar Free Guard Minmatar Republic
91
|
Posted - 2013.12.05 04:09:00 -
[52] - Quote
Disturbingly Bored wrote:Absoliav wrote:Crimson Cerberes wrote:Not horrible... a 25% nerf to DPS (IAFG = 1215DPS now, 925DPS after patch). Still might be a bit much but i prefer the nerf stick over the nerf bat. Sadly the Breach got the nerf sledgehammer. Sorry, sir, but math. Normal FG got a 25% DPS reduction, AFG and BFG both got a 33% reduction. I disagree that an extra 8% takes something from a stick to a sledgehammer. AFG will still be the one gun to rule them all. (From a distance.)
Here is some math for you, the AFG pre 1.7 can do 1663 in 2.5 seconds at proto level while the Breach can do 2772 in 6.0 seconds, these number show the ineffectiveness of the Breach while at the same time showing superiority of the Assault, in 6 seconds the assault outperforms the Breach with a lead of 554 damage in 5 seconds, now with 1.7's new stats the Breach is now 2100 in 6.0 seconds while the assault is 1500 in 3.0 seconds, the assault now leads with 900 damage in 6 seconds, so I ask you, "Why would you even bother considering using a Breach?"
The new stats make the Breach even more of an inferior weapon by simply making weaker, yes, the damage reduction is comparable to the other FG variants but it hits the BFG harder even more cause it's already questionable existence when compared to the AFG, which beats it in every possible field outside of OHKing and ammo conservation. |
Absoliav
Tronhadar Free Guard Minmatar Republic
91
|
Posted - 2013.12.05 04:20:00 -
[53] - Quote
Foundation Seldon wrote:I'm glad that you mentioned snipers as it illustrates my point pretty succinctly. It takes a considerable amount of skill for a sniper to 1 shot a proto with anything short of a headshot (or multiple given the HP values I see running around). There's multiple avenues of cover that an infantry person can take compared to a Dropship that's in the air. Having shot at me I can see a weapon trail that leads directly back to you, the sniper, and can choose whether or not your worth my time to try to pursue. If I choose to engage you and can navigate and avoid your shots well enough then I'm rewarded with having put you out of your effective range, getting close to you weakens you and strengthens me. None of this happens with a Dropship vs. Forge. I get close to you (assuming I saw where you shot from to begin with) and you're in no way less powerful or potent, if anything you're MORE powerful because I've lended you a larger target to shoot at, your damage hasn't fallen off and its no more difficult for you to take me out at 30m as it was at 300m. JudgeRhadamanthus goes over this point further in his dropship video series, if you're interested in seeing the other side's point of view then I'd suggest subscribing and checking out his videos. All credits to him for the original source of the argument I've (tried) to present. www.youtube.com/watch?v=_w-sVXgJKSQ
The problem with your argument is that rendering issues with vehicles isn't tied to the FG's performance, it's a problem with the how the game operates, you are saying that the because the game has rendering issues, FGs should be weakened to accommodate vehicle rendering issues, you are ignoring an issue in favor of your opinion, ignoring the issue of veiw rendering doesn't make it go way. |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
87
|
Posted - 2013.12.05 04:24:00 -
[54] - Quote
Absoliav wrote:Foundation Seldon wrote:I'm glad that you mentioned snipers as it illustrates my point pretty succinctly. It takes a considerable amount of skill for a sniper to 1 shot a proto with anything short of a headshot (or multiple given the HP values I see running around). There's multiple avenues of cover that an infantry person can take compared to a Dropship that's in the air. Having shot at me I can see a weapon trail that leads directly back to you, the sniper, and can choose whether or not your worth my time to try to pursue. If I choose to engage you and can navigate and avoid your shots well enough then I'm rewarded with having put you out of your effective range, getting close to you weakens you and strengthens me. None of this happens with a Dropship vs. Forge. I get close to you (assuming I saw where you shot from to begin with) and you're in no way less powerful or potent, if anything you're MORE powerful because I've lended you a larger target to shoot at, your damage hasn't fallen off and its no more difficult for you to take me out at 30m as it was at 300m. JudgeRhadamanthus goes over this point further in his dropship video series, if you're interested in seeing the other side's point of view then I'd suggest subscribing and checking out his videos. All credits to him for the original source of the argument I've (tried) to present. www.youtube.com/watch?v=_w-sVXgJKSQ The problem with your argument is that rendering issues with vehicles isn't tied to the FG's performance, it's a problem with the how the game operates, you are saying that the because the game has rendering issues, FGs should be weakened to accommodate vehicle rendering issues, you are ignoring an issue in favor of your opinion, ignoring the issue of veiw rendering doesn't make it go way.
Justify the swarm launcher range nerf in the light of your last statement.
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Alena Ventrallis
Osmon Surveillance Caldari State
211
|
Posted - 2013.12.05 04:28:00 -
[55] - Quote
CCP, You have done well this day. |
Absoliav
Tronhadar Free Guard Minmatar Republic
91
|
Posted - 2013.12.05 04:30:00 -
[56] - Quote
Crimson Cerberes wrote:
Justify the swarm launcher range nerf in the light of your last statement.
I never agreed with it, and I still don't, it shouldn't have happened and it was a poor way of dealing with a serious problem, and I don't want anything similar to happen again for anything in this game, ignoring problems doesn't solve anything, it just allows it to persist. |
Justin Tymes
Dem Durrty Boyz Renegade Alliance
527
|
Posted - 2013.12.05 04:47:00 -
[57] - Quote
Foundation Seldon wrote:Justin Tymes wrote:Foundation Seldon wrote:It's one issue but certainly not the only one, I'd still argue that, thanks to their range not having changed, the Forge is still in a position where its got a HUGE advantage over anything flying in the air. With Swarms I at least have some sort of warning in which I can hear their approach and respond to their general direction upon being hit. Forges don't leave me that opportunity unless I already have line of sight on their position and am within renderable range of my target. The hit indicator is often misleading and turning on to respond to any one threat or another often doesn't gleam me any relevant information about where your shot may have come from. My only real option, as a pilot, is to run and hope that the hit indicators on my Dropship haven't glitched to the point where I'm running into another shot.
There's no sort of compelling or satisfying gameplay there, no back and forth between AV and Vehicle in which I can choose to gauge the threat of my target and decide whether or not to attack or flee; it's find a supply depot, find a nook or cranny, charge up and destroy.
You're a tiny glowing dot that may or may not render at any given time that could be literally anywhere on the map without me having a single clue that you've even spawned and you've destroyed me without me having any clue how or where I could have responded differently. Is that the sort of gameplay you want?
Yes. The same thing as a proto suit dying to a charged Sniper Rifle, take away Sniper rifles too? Flying makes you auto-vulnerable because everyone can see you, it comes with flying. Make the Breach Forge gun act like the charged Sniper rifle with drawbacks against vehicles, it's not like the Breach user is going anywhere, or doing much of anything other than hitting vehicles which it is designed to do and is super-vulnerable when it does. It was already difficult to kill a decent flyer with swarms before the patch, and trying to kill dropships with swarms competitively will be a joke in 1.7. The fact that you brought up swarms furthers the point of only using things when you feel safe from threats. I'm glad that you mentioned snipers as it illustrates my point pretty succinctly. It takes a considerable amount of skill for a sniper to 1 shot a proto with anything short of a headshot (or multiple given the HP values I see running around). There's multiple avenues of cover that an infantry person can take compared to a Dropship that's in the air. Having shot at me I can see a weapon trail that leads directly back to you, the sniper, and can choose whether or not your worth my time to try to pursue. If I choose to engage you and can navigate and avoid your shots well enough then I'm rewarded with having put you out of your effective range, getting close to you weakens you and strengthens me. None of this happens with a Dropship vs. Forge. I get close to you (assuming I saw where you shot from to begin with) and you're in no way less powerful or potent, if anything you're MORE powerful because I've lended you a larger target to shoot at, your damage hasn't fallen off and its no more difficult for you to take me out at 30m as it was at 300m. JudgeRhadamanthus goes over this point further in his dropship video series, if you're interested in seeing the other side's point of view then I'd suggest subscribing and checking out his videos. All credits to him for the original source of the argument I've (tried) to present. www.youtube.com/watch?v=_w-sVXgJKSQ
Experienced Sniper users will double tap kill you, Experienced Charge and Thale users can down protos, seriously if you find out that Sniper's location, the Sniper made a mistake, or he's a bad Sniper. But point is that if you die by a Sniper, you have no idea where it's coming from, you just know you got hit by one. That smoke trail is also entirely angle dependent so often you're able to hit someone and he has no idea where you're coming from.
Fails to take into account of how this balances during an actual battle. Again the Breach Forge has a long charge time, it's only getting 1 shot with no splash while being immobile while charging and limited to the heavy suit, which is mediocre at best. It's not helping on the ground, it's only doing 1 thing, and that's downing vehicles. The long charge time means that it can't tag anything that flies and if it misses it's useless, because you just gave away you location to everyone on the field within 200 meters. |
Foundation Seldon
Gespenster Kompanie Villore Accords
269
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Posted - 2013.12.05 04:53:00 -
[58] - Quote
Justin Tymes wrote: Experienced Sniper users will double tap kill you, Experienced Charge and Thale users can down protos, seriously if you find out that Sniper's location, the Sniper made a mistake, or he's a bad Sniper. But point is that if you die by a Sniper, you have no idea where it's coming from, you just know you got hit by one. That smoke trail is also entirely angle dependent so often you're able to hit someone and he has no idea where you're coming from.
Fails to take into account of how this balances during an actual battle. Again the Breach Forge has a long charge time, it's only getting 1 shot with no splash while being immobile while charging and limited to the heavy suit, which is mediocre at best. It's not helping on the ground, it's only doing 1 thing, and that's downing vehicles. The long charge time means that it can't tag anything that flees, and if it misses it's useless, because you just gave away you location to everyone on the field within 200 meters.
300m* which you can cover an exceptionally large area with against an opponent that has extremely limited if any means of realistic cover and has a large hittable area. Placing yourself on a tower or roaming with an LAV mitigates the threat of dealing with infantry in any sort of realistic fashion so them seeing the shot doesn't change much for you with the right conditions.
We simply won't see eye to eye on this issue.
1.7 LAVs - Thoughts and Discussion
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Lance 2ballzStrong
SyNergy Gaming EoN.
4559
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Posted - 2013.12.05 05:14:00 -
[59] - Quote
DUST Fiend wrote:Lance 2ballzStrong wrote:I just honestly find it funny people want to nerf the heavy class even more. It's like more people calling for a nerf for the FG than people calling for a buff for the HMG. Guess what CCP did...nerf the FG. People should just stop using the class, seriously. Just stop.
Stop humiliating the class by roof camping with a FG. Just stop using this turd of a class.
"OH YES THEY NERFED TE FG!!!!" now what? heavies need to shoot 1 - 2 more shots to kill a HAV? Big whoop. People just happy to see another nerf to the class. Nerf it more CCP. Make it even more useless. Some of us know how to admit when one of our options is overpowered, even if it IS the other 50% of our options
Honestly, I don't care if it's OP. They can nerf, but yet they find it hard to buff the HMG? lol... just continue nerfing the class.
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Quil Evrything
DUST University Ivy League
447
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Posted - 2013.12.05 05:40:00 -
[60] - Quote
Foundation Seldon wrote:... and they're pretty reasonable! CCP Logibro wrote:Forge Gun numbers!
Assault STD GÇô N/A ADV - 1525 -> 1375 | 2.5 -> 3.0 PRO - 1663 -> 1500 | 2.5 -> 3.0
This part is not reasonable.
for EVERY OTHER "assault" varient, ROF goes up, while damage goes DOWN.
But for forge, ROF goes up, AND damage goes UP, compared to regular?!!
Okay, they lowered it from what it was before.. but it's Still Wrong!
It has to be lower than the regular forge damage.
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