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Hynox Xitio
Molon Labe. General Tso's Alliance
48
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Posted - 2014.02.17 01:36:00 -
[31] - Quote
V/AV? I think you meant to say "valve." I didn't know this forum was dealing with a piping problem, thank you for pointing this out. Me and many others like me only serve to hide in the lower levels of the forums. Seeking to maintain the piping and heating for the rest of the complex. Don't come down here because most of us have gone insane and now prowl around the dark basement levels seeking victims to torture and eat.
I'm okay though, trust me. I only come up to find a torture buddy every couple of days.
Unleash the Fogwoggler
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7145
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Posted - 2014.02.17 01:38:00 -
[32] - Quote
Alaika Arbosa wrote: IDK, I think you are underestimating the effects chaff will/could have.
I picture it as being similar to hardeners except that while "active" it will fire off chaff once incoming missiles have reached a distance threshold. So if I am running along in my MAV and I have my Chaff mod active, when Swarms got within 20m or so, it would fire off a number of flares based on the tier of the mod (thinking Swarm equivalency here). Each flare would attract a single missile and pull it off course from the MAV to the flare itself.
There could also be some version of CIWS for vehicles too I would imagine.
I don't know why...and its not your post...maybe how I am interpreting that post...but it made no sense to me..... could you elaborate further...sorry to ask.....I have the 3pm fuzzies.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Venerable Phage
Red Shirts Away Team
18
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Posted - 2014.02.17 03:10:00 -
[33] - Quote
I like the suggestions. It would be nice to improve swarms vs LAVs while not dominating HAVs. It would also be nice to have specialist flux missiles, anti module missiles and and armour missiles so that a squad of AVers could created their own waves of oppoutunity. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7150
|
Posted - 2014.02.17 03:14:00 -
[34] - Quote
Venerable Phage wrote:I like the suggestions. It would be nice to improve swarms vs LAVs while not dominating HAVs. It would also be nice to have specialist flux missiles, anti module missiles and and armour missiles so that a squad of AVers could created their own waves of oppoutunity.
At this point its not even about dominating HAV....its about dominating MAV and MTAC in the future of the game.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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The Robot Devil
Molon Labe. General Tso's Alliance
1639
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Posted - 2014.02.17 03:24:00 -
[35] - Quote
I think all the buffs should be in the form of modules for suits.
I like HAVs as they are, they are easy enough for me to at least run off solo and most I either destroy or damage to 25% armor. If there is any help what-so-ever then they usually pop fast. I would trash the nerfs.
Counter measures and flares are a perfect vehicle module to counter infantry AV modules. We need more ways to make the game fun and I say add stupid modules and SP sinks that change AV weapon stats. Make them low slot modules for all I care. Then add a few to the vehicle tree to counter the boosted AV weapons.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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The Robot Devil
Molon Labe. General Tso's Alliance
1639
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Posted - 2014.02.17 03:26:00 -
[36] - Quote
Venerable Phage wrote:I like the suggestions. It would be nice to improve swarms vs LAVs while not dominating HAVs. It would also be nice to have specialist flux missiles, anti module missiles and and armour missiles so that a squad of AVers could created their own waves of oppoutunity.
AV Flux missiles are called PLCs. They work great for it and with practice they eat shields.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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NK Scout
Storm Wind Strikeforce Caldari State
400
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Posted - 2014.02.17 03:26:00 -
[37] - Quote
Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7153
|
Posted - 2014.02.17 03:31:00 -
[38] - Quote
NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better.
Indeed its a valid concern. No other game with vehicles requires the main cannon to be manned by a secondary play as it taks half the fun out of the shooter element of the game.....
However even you must believe it is ridiculous to put such potent anti infantry weapons as the Large Blaster while we have 6000+ HP platforms to work off of, that not only move faster than infantry but also have massive damage resistances to our primary weaknesses.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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NK Scout
Storm Wind Strikeforce Caldari State
400
|
Posted - 2014.02.17 03:38:00 -
[39] - Quote
True Adamance wrote:NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better. Indeed its a valid concern. No other game with vehicles requires the main cannon to be manned by a secondary play as it taks half the fun out of the shooter element of the game..... However even you must believe it is ridiculous to put such potent anti infantry weapons as the Large Blaster while we have 6000+ HP platforms to work off of, that not only move faster than infantry but also have massive damage resistances to our primary weaknesses. Nerf blasters, simple
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7157
|
Posted - 2014.02.17 03:51:00 -
[40] - Quote
NK Scout wrote: Nerf blasters, simple
We can now begin the "cleansing" if you know what I mean.
Hmmmm why not change the blaster to a heavy plasma cannon?
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1680
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Posted - 2014.02.17 03:52:00 -
[41] - Quote
NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better. Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay?
Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!"
@True
I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth.
In fact, I think it would make things more fun, social activities usually are.
Would you rather fap or spend the evening with your gender of choice?
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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NK Scout
Storm Wind Strikeforce Caldari State
401
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Posted - 2014.02.17 03:55:00 -
[42] - Quote
Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better. Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay? Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!" @True I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth. In fact, I think it would make things more fun, social activities usually are. Would you rather fap or spend the evening with your gender of choice? Hey scrub, I said nerf blasters And not everyone in the world uses a solo pwnmode blaster turret
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Altina McAlterson
Pure Innocence. EoN.
872
|
Posted - 2014.02.17 05:33:00 -
[43] - Quote
Alaika Arbosa wrote: Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay?
Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!"
@True
I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth.
In fact, I think it would make things more fun, social activities usually are.
Would you rather fap or spend the evening with your gender of choice?
Arbitrarily requiring 2 people to operate a tank is a ridiculous idea. Although I understand why you think it and don't blame you for feeling the way you do so this isn't a personal attack. But it is a horribly bad idea. It is based on the assumption that at the moment tanks are "OP" because they are dominating Ambush matches, not allowing infantry to really engage each other because they have to constantly flee the tank and are genuinely ruining the fun for everyone not sitting on two treads.
But guess what? Tanks are not "OP". They aren't exactly fine, but they aren't OP. They are just extremely effective at dominating ambush matches. We've gone through this whole cycle several times just like Bad Furry said in another thread. You either wind up with tanks that dominate ambush and ruin it for infantry or they become too weak and useless in skirm/dom. Right now if your team has enough brain cells to rub together to start a fire they can handle tanks in a skirmish or domination match. Ambush is another matter entirely and is almost its own thread entirely but my answer as to why I don't like your idea is because there is absolutely no reason to do it. It's an arbitrary and unjustified handicap on a significant-enough-to-matter portion of the game and the playerbase. And that is why it is a bad idea.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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Rusty Shallows
979
|
Posted - 2014.02.17 05:59:00 -
[44] - Quote
True Adamance wrote:NK Scout wrote: Nerf blasters, simple
We can now begin the "cleansing" if you know what I mean.
Hmmmm why not change the blaster to a heavy plasma cannon? Both terrifying and cool. Make it happen CCP!
This is going to bite me on the @ss later when I think I'm hiding safe in cover.
Here, have some candy and a Like. :-)
Forums > Game
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NK Scout
Storm Wind Strikeforce Caldari State
409
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Posted - 2014.02.17 06:04:00 -
[45] - Quote
True Adamance wrote:NK Scout wrote: Nerf blasters, simple
We can now begin the "cleansing" if you know what I mean.
Hmmmm why not change the blaster to a heavy plasma cannon? Mmmmmmmmmm, id love that As soon as large missiles get at least a 3.50m splash radius and the 20 damage bug for missiles and plc gets fixed.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Rusty Shallows
979
|
Posted - 2014.02.17 06:13:00 -
[46] - Quote
Altina McAlterson wrote:Alaika Arbosa wrote: Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay?
Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!"
@True
I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth.
In fact, I think it would make things more fun, social activities usually are.
Would you rather fap or spend the evening with your gender of choice?
Arbitrarily requiring 2 people to operate a tank is a ridiculous idea. Although I understand why you think it and don't blame you for feeling the way you do so this isn't a personal attack. But it is a horribly bad idea. It is based on the assumption that at the moment tanks are "OP" because they are dominating Ambush matches, not allowing infantry to really engage each other because they have to constantly flee the tank and are genuinely ruining the fun for everyone not sitting on two treads. But guess what? Tanks are not "OP". They aren't exactly fine, but they aren't OP. They are just extremely effective at dominating ambush matches. We've gone through this whole cycle several times just like Bad Furry said in another thread. You either wind up with tanks that dominate ambush and ruin it for infantry or they become too weak and useless in skirm/dom. Right now if your team has enough brain cells to rub together to start a fire they can handle tanks in a skirmish or domination match. Ambush is another matter entirely and is almost its own thread entirely but my answer as to why I don't like your idea is because there is absolutely no reason to do it. It's an arbitrary and unjustified handicap on a significant-enough-to-matter portion of the game and the playerbase. And that is why it is a bad idea. Not so ridiculous at all. Some of us hate nerfing and requiring HAVs to use teamwork would help justify their power. Best of all no nerfing. If CCP hadn't gone and nerf things in Uprising 1.7 without a single intelligent thought we might not be in the middle of Tanks 514 right now.
Sadly the CCP is incapable of rebalancing anything so the question is what kind of nerf is inbound for HAVs. That aside I'm 99.9% certain HAVs will stay single seaters. Best to stay focused on whatever the next nerf is.
Here, have some candy and a Like. :-)
Forums > Game
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Alena Ventrallis
The Neutral Zone
669
|
Posted - 2014.02.17 06:43:00 -
[47] - Quote
Countermeasures are extremely unlikely to be implemented, considering things we were told about months ago are nowhere to be found, let alone things that CCP has not mentioned.
The problem with swarms, at least in relation to tanks, is not raw damage, but damage application. Tanks can easily escape a swarmer. This should not be. Slowing tanks down will do a lot to make the swarm viable. Buffing it's damage hurts dropships more than it does tanks.
Best PVE idea I've seen.
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Lorhak Gannarsein
Science For Death
1695
|
Posted - 2014.02.17 07:19:00 -
[48] - Quote
First, I'm glad I see you're not banned; something someone said in 'DevHangout' the other day suggested as much. Anyway, into business.
So I've done a bit of raging/trolling (xD) recently, through which I've made my positions known. First off, I'm perfectly happy with the balance at the moment (in the sense that the shoe's now on the other foot) and while I'm expecting a nerf, I'm damn well going to enjoy it while it lasts.
Your points I agree with to some extent.
1. Ammunition reserves are actually not too high in HAVs at the moment; I often fit an ammunition module because they're free and because I often run dry otherwise. Now, I run a Gunnlogi so I have the slots to do it. Should base capacity be reduced, I'd want my complex ammo cache to be buffed to give me the same capacity that I have now. I'd also want many more supply depots scattered around the maps. Something in the order of two in every redline, for example. I'd also want their HP buffed to CRU levels, and the recall function changed to be less convenient (doubling the hack timer would work wonders here).
2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1715
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Posted - 2014.02.17 07:29:00 -
[49] - Quote
Lorhak Gannarsein wrote: 2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
If you think a blaster is better at AV than rails or missiles,, you're doing it wrong.
Anyways, this won't fix ****; all these are is bandaids. problems will still exist, and unless you go to the core of the problems and solve them (which is what these try to do), then you won't solve **** for over a week.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Lorhak Gannarsein
Science For Death
1695
|
Posted - 2014.02.17 07:37:00 -
[50] - Quote
Godin Thekiller wrote:Lorhak Gannarsein wrote: 2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
If you think a blaster is better at AV than rails or missiles,, you're doing it wrong.
I don't. They're still viable AV. I've done quite well even against particle cannons . This is with an MLT blaster, by the way. They've got higher sustained DPS than the other turrets by quite a bit. The only hurdle is that they can't break a hardened Gunnlogi's regen without a damage mod.
I think they need to be forced into a single role. HMG damage against infantry from a shorter range (this could actually open the doors for a general damage buff to actually make them the best choice for CQC AV) or alternatively making them unable to function as AV without support.
EDIT: if they're nerfed against HAVs, Gal need an AV option. A PLC optimised for a little less range than missiles (so about 150m - talking about damage profiles, rather than actual effective range. Missiles need to be tighter to actually have range) seems like the best bet.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Lorhak Gannarsein
Science For Death
1695
|
Posted - 2014.02.17 07:42:00 -
[51] - Quote
Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile. You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**". I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7. No way in hell im lettingnrandoms shoot or drive Im not going to squad up every time in dust, I like playing solo and it makes my framerate better. Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay? Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!" @True I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth. In fact, I think it would make things more fun, social activities usually are. Would you rather fap or spend the evening with your gender of choice?
I'd be happy to require two people for max effectiveness if I could control the front turret, and if my EHP was buffed. We're not that durable. I can often solo tanks (with my forge - only ones I have issues with are driven by 1.6 tankers) and if we were mechanically altered like that, I'd very much want it to be impossible to solo one.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
|
Rusty Shallows
982
|
Posted - 2014.02.17 07:50:00 -
[52] - Quote
Lorhak Gannarsein wrote:snip
P.S. don't buff forges. They'll be OP as fuck. They are junk. At the old charge-to-fire time with the assault wasn't combat effective at ground level. Now HAVs are faster and Forge Guns take even longer. It's sad and funny at the same time.
All alpha damage weapons need a redesign. Forge Guns, Large Rails, and Plasma Cannons aren't handling the current tweeking system well.
Here, have some candy and a Like. :-)
Forums > Game
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NK Scout
Storm Wind Strikeforce Caldari State
410
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Posted - 2014.02.17 07:58:00 -
[53] - Quote
Lorhak Gannarsein wrote:First, I'm glad I see you're not banned; something someone said in 'DevHangout' the other day suggested as much. Anyway, into business.
So I've done a bit of raging/trolling (xD) recently, through which I've made my positions known. First off, I'm perfectly happy with the balance at the moment (in the sense that the shoe's now on the other foot) and while I'm expecting a nerf, I'm damn well going to enjoy it while it lasts.
Your points I agree with to some extent.
1. Ammunition reserves are actually not too high in HAVs at the moment; I often fit an ammunition module because they're free and because I often run dry otherwise. Now, I run a Gunnlogi so I have the slots to do it. Should base capacity be reduced, I'd want my complex ammo cache to be buffed to give me the same capacity that I have now. I'd also want many more supply depots scattered around the maps. Something in the order of two in every redline, for example. I'd also want their HP buffed to CRU levels, and the recall function changed to be less convenient (doubling the hack timer would work wonders here).
2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
3. Yep, and remove damage mod stacking too, because otherwise tanking will revolve around nothing but gank.
4. Swarms need a buff, I don't mind your suggestions.
5. Rather than buffing PLC damage, I honestly would prefer an increase to magazine size to about 3. It seems like the thing that cripples it is the reload times, rather than the firing mechanics, which can be for around with requisite practice and skill.
6. I'm in the other direction on Proxes. I would prefer buffing damage and radius rather than remove the indicator. Otherwise one can just drop six in the same spot and gib someone. There are quite a few roads that always have heavy traffic so it's not really even a 'skill' weapon to use. I don't think that proxes should be an independent AV weapon. Rather, I'd prefer them as a supplement and as a way to control movement.
7. Leave RE carried amount as is, give them a buff to HAV damage. 30% would I think allow STD REs laid on the road to kill an unfitted tank. Give them 30% automatic critical damage when laid on a hull. So a total of (1500*1.3*1.3) will destroy an unhardened HAV with two remotes.
Anyway, these are my thoughts, make of them what you will.
P.S. don't buff forges. They'll be OP as fuck. So basiclu make vehicles annoying to use if some noob had c4?
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1715
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Posted - 2014.02.17 08:00:00 -
[54] - Quote
Lorhak Gannarsein wrote:Godin Thekiller wrote:Lorhak Gannarsein wrote: 2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
If you think a blaster is better at AV than rails or missiles,, you're doing it wrong. I don't. They're still viable AV. I've done quite well even against particle cannons . This is with an MLT blaster, by the way. They've got higher sustained DPS than the other turrets by quite a bit. The only hurdle is that they can't break a hardened Gunnlogi's regen without a damage mod. I think they need to be forced into a single role. HMG damage against infantry from a shorter range (this could actually open the doors for a general damage buff to actually make them the best choice for CQC AV) or alternatively making them unable to function as AV without support. EDIT: if they're nerfed against HAVs, Gal need an AV option. A PLC optimised for a little less range than missiles (so about 150m - talking about damage profiles, rather than actual effective range. Missiles need to be tighter to actually have range) seems like the best bet.
Making a large turret not viable at hitting the targets it was most likely designed for (otherwise it wouldn't be that big), is quite stupid. Additionally, making it to where it's inaccurate as **** would make no sense either. it needs to be accurate to fire on the move (kinda Gallente's fighting style). Like I said, this is only a band aid, and would only solve **** for a week.
Also, whoever you are fighting that has that particle cannon needs to stop using it. They're bloody awful if they can't kill someone with a MLT blaster.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Lorhak Gannarsein
Science For Death
1695
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Posted - 2014.02.17 08:15:00 -
[55] - Quote
Godin Thekiller wrote:Lorhak Gannarsein wrote:Godin Thekiller wrote:Lorhak Gannarsein wrote: 2. Nerf the living shit out of blasters, please. It's these that are causing all the issues. It's harder by far to kill with a railgun, which is why you don't see so many MLT ones spammed at the start of matches. Obviously they're superior for AV as a general rule (although they're inferior as far as keeping tanks away from your squad is concerned; nothing beats a forge for that). I like the idea of either cutting their vehicle damage to 50%, like pre1.6 small rails, or doing the same to their infantry damage. I think HMG damage with 50m optimal and 75m effective is pretty reasonable. HMG is still pretty powerful.
If you think a blaster is better at AV than rails or missiles,, you're doing it wrong. I don't. They're still viable AV. I've done quite well even against particle cannons . This is with an MLT blaster, by the way. They've got higher sustained DPS than the other turrets by quite a bit. The only hurdle is that they can't break a hardened Gunnlogi's regen without a damage mod. I think they need to be forced into a single role. HMG damage against infantry from a shorter range (this could actually open the doors for a general damage buff to actually make them the best choice for CQC AV) or alternatively making them unable to function as AV without support. EDIT: if they're nerfed against HAVs, Gal need an AV option. A PLC optimised for a little less range than missiles (so about 150m - talking about damage profiles, rather than actual effective range. Missiles need to be tighter to actually have range) seems like the best bet. Making a large turret not viable at hitting the targets it was most likely designed for (otherwise it wouldn't be that big), is quite stupid. Additionally, making it to where it's inaccurate as **** would make no sense either. it needs to be accurate to fire on the move (kinda Gallente's fighting style). Like I said, this is only a band aid, and would only solve **** for a week. Also, whoever you are fighting that has that particle cannon needs to stop using it. They're bloody awful if they can't kill someone with a MLT blaster.
I don't mean inaccuracy, I simply mean DPS. Its effective DPS would be far higher than the HMG's. I mean HMG's maximum potential DPS, which is pretty high.
I don't like that blasters are an insta-win against infantry at huge ranges. Prior to 1.7, I'd have serious issues killing infantry sitting on the mushroom at the Gallente Communications Centre (or whatever), nowadays I can pick people off with ease. Our potential DPS might have been lowered, but I think our hit detection improved, so our actual DPS has increased. Certainly range has increased enormously.
It's happened a few times. I'd circle the poor bastard with my Gunnlogi until his hardeners go down, then I'd sit there and death-by-a-thousand-cuts them.
Was my ISK printing fit.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Spkr4theDead
Red Star. EoN.
1841
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Posted - 2014.02.17 08:17:00 -
[56] - Quote
You have no logical thoughts. Please stop involving yourself in vehicle discussions. You know nothing about them.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Lorhak Gannarsein
Science For Death
1697
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Posted - 2014.02.17 08:39:00 -
[57] - Quote
Spkr4theDead wrote:Something exceedingly ironic.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Django Quik
Dust2Dust.
2207
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Posted - 2014.02.17 08:50:00 -
[58] - Quote
Alaika Arbosa wrote:True Adamance wrote:Atiim wrote:True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really? I thought an alarm system, flares, and countermeasures benifited pilots as well. Anything I should add in? Perhaps, I missed the countermeasures. Still I feel that's not consider future medium vehicles and their own lesser shield and armour values. I would hope that MAV's would have a higher acceleration and top speed as well as better handling to compensate. I am not suggesting that they be faster/as fast as LAVs, but I do think that they should be closer in those regards to LAVs than HAVs. I envisage MAVs being heavily tanked but low damage output troop transport/support, like an APC type thing. Really tough to kill and quite fast (not as much so as LAVs) but can carry a full squad including 2 small turrets.
It will need to deliver something that stands apart from LAVs and HAVs, not just be somewhere inbetween the two.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1689
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Posted - 2014.02.17 14:25:00 -
[59] - Quote
Altina McAlterson wrote:Alaika Arbosa wrote: Oh so because you want to be able to have your solo pwnmobile when you're playing solo in an admittedly teambased game, that is reason enough to not include something that would encourage teamplay?
Still not hearing rational, articulate arguments, just more of the "IT HAS TO BE THIS WAY BECAUSE I WANT IT THIS WAY WAHHHHHHHHHHHHH!!!!!!"
@True
I thought that "standing apart" was something that most of the community has wanted for Dust from the beginning? I mean, I know it is different, though I don't think that it is nearly so much of a "fun killer" as you put forth.
In fact, I think it would make things more fun, social activities usually are.
Would you rather fap or spend the evening with your gender of choice?
Arbitrarily requiring 2 people to operate a tank is a ridiculous idea. Although I understand why you think it and don't blame you for feeling the way you do so this isn't a personal attack. But it is a horribly bad idea. It is based on the assumption that at the moment tanks are "OP" because they are dominating Ambush matches, not allowing infantry to really engage each other because they have to constantly flee the tank and are genuinely ruining the fun for everyone not sitting on two treads. But guess what? Tanks are not "OP". They aren't exactly fine, but they aren't OP. They are just extremely effective at dominating ambush matches. We've gone through this whole cycle several times just like Bad Furry said in another thread. You either wind up with tanks that dominate ambush and ruin it for infantry or they become too weak and useless in skirm/dom. Right now if your team has enough brain cells to rub together to start a fire they can handle tanks in a skirmish or domination match. Ambush is another matter entirely and is almost its own thread entirely but my answer as to why I don't like your idea is because there is absolutely no reason to do it. It's an arbitrary and unjustified handicap on a significant-enough-to-matter portion of the game and the playerbase. And that is why it is a bad idea. Sorry to say though your assumption is wrong, my proposal has absolutely nothing to do the "tanks are OP because they are dominating Ambush matches" assertion you make. Honestly, I only know that tanks are rampant in Ambush because they are cried about by others on the forums, my corpmates practically need to twist my arm to not leave squad when Ambush is queued.
If it had anything to do with that, it would be because most of the matches I have been in have been decided by who pulled out the most HAVs the quickest, no matter the gamemode. I think it is a good idea in general seeing as how it would create more of a squad dynamic. There is also the bonuses in that it would cut down on the number of HAVs on the field at any one time (you have to admit that it is ridiculous how the HAV spam is usually the first thing to occur in most matches) as well as allowing for an even further slight buff. I think we can all agree that having individuals devoting their full attention to one seat in the HAV would result in HAVs that would be buffed as a direct result (without even needing a numerical buff of any kind) of having the Driver and Main Gunner not splitting their attention between driving and shooting. Am I saying that the "attention buff" would be the only one provided? No, simply that it would be the primary buff on the most basic level without need of arbitrary numbers that may well prove to be much more OP than first thought.
I am also curious how exactly you view this as a handicap on tankers? It is a direct buff due to the factors mentioned above, simply requiring that tankers do what they've been telling everyone else to do for a very long time, run in a squad, work together, coordinate. It is the only truly balanced way to approach the subject.
@Lorhak I've been advocating for a while now that HAVs specifically should require 3 AV Infantry of an equal tier (adjusted accordingly by tier comparison and further modified by the inclusion of damage mods/hardeners) to destroy them. I agree that it should (in 99% of situations) take more than 1 AVer to kill an HAV, all I am looking for is for that to be a two-way street. If AV needs to group up to bring down an HAV, then HAVs should require more than 1 operator to be at full efficacy. I feel that the only way that an HAV should be able to be "soloed" is if it is an STD HAV being hit with PRO AV.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Atiim
Living Like Larry Schwag
4766
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Posted - 2014.02.17 15:33:00 -
[60] - Quote
A lot of constructive feedback here.
Great :)
My .02 ISK on V/AV
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