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Dustbunny Durrr
ReD or DeaD
128
|
Posted - 2014.03.05 18:37:00 -
[1] - Quote
https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous.
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OuchKing kz
HDYLTA Defiant Legacy
4
|
Posted - 2014.03.05 20:13:00 -
[2] - Quote
^ You are dead on! It takes THREE ADV AV nades to take out a standard LAV. There's no point to even carry AV nades if I can't even destroy the weakest vehicle in the game with default stock of AV nades I can carry. It's already hard enough to take out tanks now days, with only 2 AV nades, you are making LAVs unbeatable with only one person. You know what CCP... if I can't carry 3 AV nades at a time, I'll go join the LAV drive bys... let's see just how stupid it is for us to only be able to carry 2 AV nades.
HDYLTA - Freedom Delivered
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
151
|
Posted - 2014.03.06 02:50:00 -
[3] - Quote
You forget that Vehicles are going to be tuned in 1.8 as well, Young one. They're changing repair rates around.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7899
|
Posted - 2014.03.06 02:55:00 -
[4] - Quote
Also and this will terrify you....... we have no hard reduction in HAV turret fire power....thus your TTK against vehicles will be as normal............
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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jaksol returns
highland marines IMMORTAL REGIME
10
|
Posted - 2014.03.06 06:13:00 -
[5] - Quote
Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous.
GOOD! look at the stats a proto forge guner with 3 complex damage mod EQUALS dead tank before if knows what happens. im not a tanker anymore and I think this is needed its not the avs that needs fixing its just the milita tanks and milita tank mods that need to be fix.
Sacrifice is a choice you make, Loss is a choice made for you .
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
869
|
Posted - 2014.03.06 10:33:00 -
[6] - Quote
jaksol returns wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. GOOD! look at the stats a proto forge guner with 3 complex damage mod EQUALS dead tank before if knows what happens. im not a tanker anymore and I think this is needed its not the avs that needs fixing its just the milita tanks and milita tank mods that need to be fix. If you look at the stats you'll see that a high SP tanker can run constant hardeners, or alternatively have more than one on standby to activate when things get hot, reducing damage to almost zero. So no, a proto forge gunner does not mean a dead tank, not even close. Even two proto FGers struggle to take out a well built and well piloted tank. Swarms and AV grenades are even worse - much, much worse. But bring in one rail tank and that tanker is dead in a minute.
The impotence of AV is obvious to everyone, yet CCP nerf it even more.. |
Tebu Gan
Dem Durrty Boyz Renegade Alliance
641
|
Posted - 2014.03.06 13:00:00 -
[7] - Quote
Ryme Intrinseca wrote:jaksol returns wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. GOOD! look at the stats a proto forge guner with 3 complex damage mod EQUALS dead tank before if knows what happens. im not a tanker anymore and I think this is needed its not the avs that needs fixing its just the milita tanks and milita tank mods that need to be fix. If you look at the stats you'll see that a high SP tanker can run constant hardeners, or alternatively have more than one on standby to activate when things get hot, reducing damage to almost zero. So no, a proto forge gunner does not mean a dead tank, not even close. Even two proto FGers struggle to take out a well built and well piloted tank. Swarms and AV grenades are even worse - much, much worse. But bring in one rail tank and that tanker is dead in a minute. The impotence of AV is obvious to everyone, yet CCP nerf it even more..
Sorry, got to call you out on this one.
A proto forge gunner, with 3 complex damage mods, will take a huge chunk of a gunnlogi shield, and certainly get the notice of a madrudger. With hardeners, hardener, respectively.
A gunnlogi, using just ONE hardener against a forge gun is going to have a bad time. With 2 up, you can at least mitigate some of the damage, and eat maybe 5 shots before needing to recharge shields.
And really, I don't think that SP makes as much a difference as you think. A milita tank reminded me of that last evening. No hardeners up, and 2 shots. With skills, the only advantage I hold over one is that extra slot and 6 extra seconds on my hardener. I guess a pro turret makes a difference, but I don't notice when facing sica's with stacked damage mods.
2 shots and I'm dead, how pathetic.
Tanks - Balancing Turrets
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Mell caneva
Megadex-ESP
13
|
Posted - 2014.03.06 14:14:00 -
[8] - Quote
Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous.
Really man, you hit in the hole, think for the news players, they only will have 1 Grenade, its very low. And the damage for the weapons for me its ok, but one of the 2 thinks they wanna do, they up the resistance to the dropsuits and they get out a 11 % for some weapons, It will be a year to kill a people :/. Regards! Sorry for my english, i'm latinamerican :)
Yo no estoy loco, solo estoy demente.
Diario de Jhonatan (XBOXER091)
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Dustbunny Durrr
ReD or DeaD
138
|
Posted - 2014.03.06 18:00:00 -
[9] - Quote
Tebu Gan wrote:Ryme Intrinseca wrote:jaksol returns wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. GOOD! look at the stats a proto forge guner with 3 complex damage mod EQUALS dead tank before if knows what happens. im not a tanker anymore and I think this is needed its not the avs that needs fixing its just the milita tanks and milita tank mods that need to be fix. If you look at the stats you'll see that a high SP tanker can run constant hardeners, or alternatively have more than one on standby to activate when things get hot, reducing damage to almost zero. So no, a proto forge gunner does not mean a dead tank, not even close. Even two proto FGers struggle to take out a well built and well piloted tank. Swarms and AV grenades are even worse - much, much worse. But bring in one rail tank and that tanker is dead in a minute. The impotence of AV is obvious to everyone, yet CCP nerf it even more.. Sorry, got to call you out on this one. A proto forge gunner, with 3 complex damage mods, will take a huge chunk of a gunnlogi shield, and certainly get the notice of a madrudger. With hardeners, hardener, respectively. A gunnlogi, using just ONE hardener against a forge gun is going to have a bad time. With 2 up, you can at least mitigate some of the damage, and eat maybe 5 shots before needing to recharge shields. And really, I don't think that SP makes as much a difference as you think. A milita tank reminded me of that last evening. No hardeners up, and 2 shots. With skills, the only advantage I hold over one is that extra slot and 6 extra seconds on my hardener. I guess a pro turret makes a difference, but I don't notice when facing sica's with stacked damage mods. 2 shots and I'm dead, how pathetic.
I'd like to see a forge gunner use 3 complex mods, as currently no heavy suit (required to field a forge gun) has more than 2 high slots.....clearly your experience in heavies using forge guns is quite extensive *tongue in cheek*
Also, last time I checked, a forge gun needs to reload after 4 shots, meaning that during that reload phase, the gunloggi's shields will be recharging (after the delay of course, which is less than the time to reload and refire a forge gun). |
Dustbunny Durrr
ReD or DeaD
140
|
Posted - 2014.03.06 20:26:00 -
[10] - Quote
Soldier Sorajord wrote:You forget that Vehicles are going to be tuned in 1.8 as well, Young one. They're changing repair rates around.
Have they mentioned this? If so, linky? |
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Silas Swakhammer
GamersForChrist
370
|
Posted - 2014.03.06 21:09:00 -
[11] - Quote
Soldier Sorajord wrote:You forget that Vehicles are going to be tuned in 1.8 as well, Young one. They're changing repair rates around. wut
Pineapples on pizza.
|
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
426
|
Posted - 2014.03.06 23:49:00 -
[12] - Quote
Dustbunny Durrr wrote:Soldier Sorajord wrote:You forget that Vehicles are going to be tuned in 1.8 as well, Young one. They're changing repair rates around. Have they mentioned this? If so, linky? yeah wheres the proof of this ? |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
875
|
Posted - 2014.03.07 09:38:00 -
[13] - Quote
Dustbunny Durrr wrote:Tebu Gan wrote:Ryme Intrinseca wrote:jaksol returns wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. GOOD! look at the stats a proto forge guner with 3 complex damage mod EQUALS dead tank before if knows what happens. im not a tanker anymore and I think this is needed its not the avs that needs fixing its just the milita tanks and milita tank mods that need to be fix. If you look at the stats you'll see that a high SP tanker can run constant hardeners, or alternatively have more than one on standby to activate when things get hot, reducing damage to almost zero. So no, a proto forge gunner does not mean a dead tank, not even close. Even two proto FGers struggle to take out a well built and well piloted tank. Swarms and AV grenades are even worse - much, much worse. But bring in one rail tank and that tanker is dead in a minute. The impotence of AV is obvious to everyone, yet CCP nerf it even more.. Sorry, got to call you out on this one. A proto forge gunner, with 3 complex damage mods, will take a huge chunk of a gunnlogi shield, and certainly get the notice of a madrudger. With hardeners, hardener, respectively. A gunnlogi, using just ONE hardener against a forge gun is going to have a bad time. With 2 up, you can at least mitigate some of the damage, and eat maybe 5 shots before needing to recharge shields. And really, I don't think that SP makes as much a difference as you think. A milita tank reminded me of that last evening. No hardeners up, and 2 shots. With skills, the only advantage I hold over one is that extra slot and 6 extra seconds on my hardener. I guess a pro turret makes a difference, but I don't notice when facing sica's with stacked damage mods. 2 shots and I'm dead, how pathetic. I'd like to see a forge gunner use 3 complex mods, as currently no heavy suit (required to field a forge gun) has more than 2 high slots.....clearly your experience in heavies using forge guns is quite extensive *tongue in cheek* Also, last time I checked, a forge gun needs to reload after 4 shots, meaning that during that reload phase, the gunloggi's shields will be recharging (after the delay of course, which is less than the time to reload and refire a forge gun). Exactly. 5 shots is absolutely ridiculous. Any competent pilot will take their tank behind cover or out of range before even the third shot can hit; the idea that they'll still be hanging around after the FGer has unloaded a full clip and reloaded is laughable. If proto AV with max damage mods only has a chance where the tanker has gone out of the room to get a drink there is something seriously wrong. |
Mordecai Sanguine
What The French Red Whines
520
|
Posted - 2014.03.07 10:43:00 -
[14] - Quote
Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous.
Please.....Shut up. Tired of ******* bullshit said in this thread just to make lot of useless posts.
1.8 is also a Vehicule Revamp and Balance. (Huge nerf to vehicules). So....WHY ARE YOU COMPLAINING ABOUT AV POWER WITHOUT EVEN KNOW THE VEHICULES POWER THESELVES ????????
OMAGAD this thread is just totally non-sense. Someone is whining about RUMORS...... |
BL4CKST4R
WarRavens League of Infamy
1986
|
Posted - 2014.03.07 11:48:00 -
[15] - Quote
And swarm launchers won't be able to take out shield vehicles as effectively since their damage just got nerfed by 15% on shields. The proficiency change is a bad idea...
For the Federation!
|
Heavenly Daughter
the Aurum Grinder and Company
331
|
Posted - 2014.03.07 12:01:00 -
[16] - Quote
I can't agree more with the OP, I can understand having only 2 Flux nades and even the standard nades, but only 2 AV, this just doesn't make sense. They gave the Tanks and vehicles a major buff in 1.7 and realised their mistakes in doing so. In the posts on this forum they said AV was to be buffed and tanks nerfed again.
So reducing the AV nade count I really don't understand this, I really feel this is a mistake given the roles the LAV have been used in and still are by certain people.
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
|
Korvin Lomont
United Pwnage Service RISE of LEGION
661
|
Posted - 2014.03.07 12:10:00 -
[17] - Quote
Soldier Sorajord wrote:You forget that Vehicles are going to be tuned in 1.8 as well, Young one. They're changing repair rates around.
Hardly there is a thread somewhere that say otherwise have a look here |
Piraten Hovnoret
Molon Labe. General Tso's Alliance
364
|
Posted - 2014.03.07 15:12:00 -
[18] - Quote
Mordecai Sanguine wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. Please.....Shut up. Tired of ******* bullshit said in this thread just to make lot of useless posts. 1.8 is also a Vehicule Revamp and Balance. (Huge nerf to vehicules). So....WHY ARE YOU COMPLAINING ABOUT AV POWER WITHOUT EVEN KNOW THE VEHICULES POWER THESELVES ???????? OMAGAD this thread is just totally non-sense. Someone is whining about RUMORS......
Got to love the French When they agree on somthing they say that everyone should stfu But when they disagree they are the masters of throwing sh-ít in your face ( or was it the government =ƒÿÿ)
War never changes
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Cross Atu
OSG Planetary Operations Covert Intervention
1979
|
Posted - 2014.03.07 15:25:00 -
[19] - Quote
Quoted from the Dev Blog thread
Cross Atu wrote:While I am fully in support of the fix to damage mods, and in fact adamently believe it is long overdue, it is still worth noting that a side effect of it will be a further nerf to the effective power of infantry based AV weapons. The Forge, Swarm, and Plasma were already in a rough spot under 1.7. Or to be more blunt the AV value of the Plasma was essentially nil, the swarms were of minimal value (even at proto level against MLT fit HAVs) and the Forge could do some work but leaned heavily on the use of damage mods. With this change even those effects are going to be undercut and CCP would do well to consider some polish on the AV weapons to make them more effective in light of the damage mod fix. After all right now you can run certain HAV fits which are less expensive (in both ISK and SP) than an AV Forge fit.
SupportSP Rollover & an improved Recruting System
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calisk galern
BurgezzE.T.F General Tso's Alliance
2070
|
Posted - 2014.03.07 15:52:00 -
[20] - Quote
I specced into tanks a long time ago, that is my primary anti vehicle method.
as for other av methods, I believe they are removing sticky remotes, so no more jihads, or RE's as a vehicle counter, no more av grenades, weaker swarms, and weaker forge guns.
good luck with tank bush, if they nerf rail guns I may as well stop playing for 3 months because it's going be nothing but blaster tanks, and no way to deal with them. |
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Dustbunny Durrr
ReD or DeaD
149
|
Posted - 2014.03.07 18:29:00 -
[21] - Quote
Mordecai Sanguine wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. Please.....Shut up. Tired of ******* bullshit said in this thread just to make lot of useless posts. 1.8 is also a Vehicule Revamp and Balance. (Huge nerf to vehicules). So....WHY ARE YOU COMPLAINING ABOUT AV POWER WITHOUT EVEN KNOW THE VEHICULES POWER THESELVES ???????? OMAGAD this thread is just totally non-sense. Someone is whining about RUMORS......
If you have any proof of this, please post a link. Otherwise, I believe the New Eden terminology we are looking for, is proof or STFU. |
Dustbunny Durrr
ReD or DeaD
149
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Posted - 2014.03.11 22:06:00 -
[22] - Quote
calisk galern wrote:I specced into tanks a long time ago, that is my primary anti vehicle method.
as for other av methods, I believe they are removing sticky remotes, so no more jihads, or RE's as a vehicle counter, no more av grenades, weaker swarms, and weaker forge guns.
good luck with tank bush, if they nerf rail guns I may as well stop playing for 3 months because it's going be nothing but blaster tanks, and no way to deal with them.
While I do agree that a rail tank is the best AV in the game atm (A missile tank could also be argued for, but has a higher SP investment required), remote and proxy explosives are also pretty good. Jihad Jeeps are another option. If you can team up with a couple other AV people, 3 AVers (forges/swarm launchers) are still a mean combination against a tank.
I haven't heard anything about removing sticky remotes, which would eliminated jihad jeeps, but other options are still there. US AV'ers might be a dying breed, but we still will keep going after their armour. |
T8R Raid
BIG BAD W0LVES Canis Eliminatus Operatives
181
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Posted - 2014.03.11 22:32:00 -
[23] - Quote
Why is everyone dancing around the real question for 1.8? Will we be able to sit on our couch?
Unchecked dishonesty can promote the perception that one must cheat to remain competitive.
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Alena Ventrallis
The Neutral Zone
825
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Posted - 2014.03.11 23:17:00 -
[24] - Quote
I've heard that the proficiency skill will increase to 5% per level to make up for the new profile. Not sure where I read that, but Thats what I remember reading.
Best PVE idea I've seen.
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NextDark Knight
Hellstorm Inc League of Infamy
271
|
Posted - 2014.03.12 00:30:00 -
[25] - Quote
The Forge gun been constantly nerfed ... I haven't even considered it a heavy weapon since last build.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Tupni
Capital Acquisitions LLC Renegade Alliance
72
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Posted - 2014.03.12 03:09:00 -
[26] - Quote
I'm just pissed about the current AV situation, really pissed. Getting to final straw pissed. And if half the things here are true I think I'll just stop playing until 1.9; or indefinitely. I usually don't like to swear/speak negatively about/at people doing their jobs but I'm getting real tired of this bullshit man. If this goes the way of the Mass Driver or half of everything in the game...I just don't want to deal with it. I don't want to have to hope that any time I enter a match that the five tanks and three assault dropships that are never going to take any significant damage and are going to dominate the match are on my team, or I get the one map where vehicles have to actually try to hit players because at this point my AV spirit is broken and I've given up any real hope of successfully taking anything down.
I signed on for a first person shooter WITH vehicles, not a vehicle game with no-risk target practice.
And frankly, it's because of this wish-washy fuckery of 'Now this is buffed to a ridiculous point and this other **** is worthless!' that I won't invest in this game. I don't want to waste money on implants, to get SP, to invest in something, to discover that now that thing is worthless, and that only by the power the five most popular Gods willing I MIGHT get a respec, or that MAYBE after MONTHS or even YEARS of that SP going to waste that then I'll get some ludicrous buff that then anyone with 12K sp can jump the bandwagon on.
Honestly, I WANT a reason to throw money CCP's way so they could make good on the promises they've made for this game. Because I STILL remember being genuinely excited to play Dust, all the possibilities and all the things that were supposed to be coming out (Soon(tm)) and I really only play anymore for the day that those things hopefully happen... But lately, I hardly want to waste my free time on this game and I'm finding it only harder to want to pay for anything in it. Battlefield 4, Warframe, hell, Planetside 2, are all looking better and better every day.
I mean, at least with them I would be getting largely sensible balanced game content and not literally bipolar gameplay coupled with empty promises of things that 'maybe might be done soon perhaps at some point possibly after we mess up all of this and spend the next 3 patches cleaning up the mess while rewarding the exploiters and then not reprimanding them ignoring those that got ****** over but "fixing" (maybe if we make the other thing OP for a while it won't put us right back where we are probably...) things sort of so that we could maybe please bear with it until we actually' BS.
T8R Raid wrote:Why is everyone dancing around the real question for 1.8? Will we be able to sit on our couch?
"Soon." |
Sam Booty
Valor Coalition
35
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Posted - 2014.03.12 16:17:00 -
[27] - Quote
You think 1.7 was bad for AV wait for 1.8. At least create a non-vehicle Ambush mode and put all hacking letters inside buildings.
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