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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
266
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Posted - 2014.03.10 13:05:00 -
[1] - Quote
If shield extenders were actually good, we wouldn't have to nerf them which leads to less useless weapons in 1.8 and UP AV instead of Super UP AV.
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Double O
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Martyr Saboteur
Amarrtyrs
234
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Posted - 2014.03.10 13:08:00 -
[2] - Quote
Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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Takron Nistrom
Tinfoil Hatz
252
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Posted - 2014.03.10 13:08:00 -
[3] - Quote
If its worth doing...its worth over doing.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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Atiim
Living Like Larry Schwag
5565
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Posted - 2014.03.10 13:11:00 -
[4] - Quote
Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Reav Hannari
Red Rock Outriders
3158
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Posted - 2014.03.10 13:15:00 -
[5] - Quote
With stacked damage modules adding about 26% to the potential damage range that goes from a basic, unskilled weapon to proficiency 5 and bonuses to specific tanking types, the ability to balance TTK was extremely difficult. It cracks me up that people are complaining about the reduced bonuses to the damage modules when they were crying about the short TTK the day before it was announced.
"I want my insane damage module bonus and long TTK too" does not make any sense.
// Republic Lance Commander // @ReesNoturana
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Harpyja
Molon Labe. General Tso's Alliance
1253
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Posted - 2014.03.10 13:15:00 -
[6] - Quote
Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage.
I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Reav Hannari
Red Rock Outriders
3158
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Posted - 2014.03.10 13:19:00 -
[7] - Quote
Harpyja wrote:I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die.
Time to put that back in my sig with the 1.8 changes just around the corner.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1807
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Posted - 2014.03.10 13:25:00 -
[8] - Quote
A flatter damage curve makes it possible to balance damage output vs tanking. Since damage bonuses are multiplicative it had to happen. The change to proficiency will probably make damage mods still worthwhile since a flat bonus to damage will help you power through the tank type that your weapon is weak against. It just won't be so worthwhile to stack the things, with the stacking penalty reducing the damage bonus and all.
AV doesn't need damage mods. AV needs a buff which, like with other weapons, is easier to balance when you don't have your damage output values varying up to 26%. With AV damage mods are a bandaid to the problem, not a solution. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3234
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Posted - 2014.03.10 13:26:00 -
[9] - Quote
Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die.
In the case of forge gunning, I'm pretty certain die is the only option left. |
Harpyja
Molon Labe. General Tso's Alliance
1253
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Posted - 2014.03.10 13:32:00 -
[10] - Quote
Himiko Kuronaga wrote:Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die. In the case of forge gunning, I'm pretty certain die is the only option left. Get a partner and two proto breach forge guns with damage mods, and you'll pop open any unhardened shield tank before it gets the chance to activate its hardener.
Just because we have a hardener doesn't mean that it's somehow active all the time. We, or at least I, go around unhardened shooting at infantry and only activate it right before an engagement with another tank or when I find that AV damage is a worthy threat (at which point I'm already down to maybe half shield when I activate my hardener). So it should be rather easy for two of you to pop any tank.
Why do we have to tell you how to take us out?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Atiim
Living Like Larry Schwag
5566
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Posted - 2014.03.10 13:47:00 -
[11] - Quote
Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die. That would actually hold merit if I still used Swarms, and if you actually adapted yourself.
Now it's just me with a Gunnlogi and a Particle Cannon.
All in CQC, Just For You.
The funny thing is, AVers adapted by using Jihad Jeeps and Railguns, and tankers procced to QQ about that as well.
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
5566
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Posted - 2014.03.10 13:49:00 -
[12] - Quote
Harpyja wrote:Himiko Kuronaga wrote:Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die. In the case of forge gunning, I'm pretty certain die is the only option left. Get a partner and two proto breach forge guns with damage mods, and you'll pop open any unhardened shield tank before it gets the chance to activate its hardener. Just because we have a hardener doesn't mean that it's somehow active all the time. We, or at least I, go around unhardened shooting at infantry and only activate it right before an engagement with another tank or when I find that AV damage is a worthy threat (at which point I'm already down to maybe half shield when I activate my hardener). So it should be rather easy for two of you to pop any tank. Why do we have to tell you how to take us out? *Sigh*
Teamwork For Thee, But No Teamwork For Me ~Such Is the Motto of Anti-Infantry
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
266
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Posted - 2014.03.10 13:56:00 -
[13] - Quote
Harpyja wrote:Himiko Kuronaga wrote:Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die. In the case of forge gunning, I'm pretty certain die is the only option left. Get a partner and two proto breach forge guns with damage mods, and you'll pop open any unhardened shield tank before it gets the chance to activate its hardener. Just because we have a hardener doesn't mean that it's somehow active all the time. We, or at least I, go around unhardened shooting at infantry and only activate it right before an engagement with another tank or when I find that AV damage is a worthy threat (at which point I'm already down to maybe half shield when I activate my hardener). So it should be rather easy for two of you to pop any tank. Why do we have to tell you how to take us out?
my shield tank has 3950 shield and 2950 armor... that's gonna take at least 3 guys and 4 in 1.8
B
Double O
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3235
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Posted - 2014.03.10 14:09:00 -
[14] - Quote
Harpyja wrote:Himiko Kuronaga wrote:Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die. In the case of forge gunning, I'm pretty certain die is the only option left. Get a partner and two proto breach forge guns with damage mods, and you'll pop open any unhardened shield tank before it gets the chance to activate its hardener. Just because we have a hardener doesn't mean that it's somehow active all the time. We, or at least I, go around unhardened shooting at infantry and only activate it right before an engagement with another tank or when I find that AV damage is a worthy threat (at which point I'm already down to maybe half shield when I activate my hardener). So it should be rather easy for two of you to pop any tank. Why do we have to tell you how to take us out?
You don't.
I already know how to forge gun better than you do, by the sounds of things. And I'm perfectly fine with tanks being better than infantry.
But the fact of the matter is, in a serious match you are player capped at 16 and can only deploy so many of each role type. A forge gunner is anti vehicle with limited anti-infantry potential when he is uncontested. A rail tank does the same thing better.
The forge being the inferior option doesn't serve much purpose. If he is strictly a breach forge gunner he is rooted into place, and if he has high ground that makes him a free kill to any counter-forgers on ground level due to the stationary nature of the charge.
The main problem I have with forge gunning is that the only legit justification for it is to help your tanks get out of the red line when you've been pushed back that far. Or to control assault drop ships in the city when your rail tanks are herp derping in the corner listening to "What is Love?" on repeat. The entire purpose for the forge gunner is to help pull the team back from failure. I don't like the role of something that only justifies itself when your team is screwing up. Anything a forge can do, a tank can do better. We're the overly expensive, rapid deployment version of a tank, without the tank.
And can a forge get into places that a tank cannot? Yes. But he won't be doing a role that someone else could do better if the tanks weren't executing improperly. |
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