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DUST Fiend
OSG Planetary Operations Covert Intervention
12297
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Posted - 2014.03.18 18:55:00 -
[1] - Quote
Through painstaking calculations and research, I have stumbled across the perfect equation that will clearly show to you the effects of the upcoming changes. While I do admit the task was quite difficult and arduous, with no small amount of my own sweat, blood, and purity having been lost to this research, I must confess that the sheer brilliance of my findings is nothing short of extraordinary.
The results are in
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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DUST Fiend
OSG Planetary Operations Covert Intervention
12299
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Posted - 2014.03.18 19:14:00 -
[2] - Quote
Derpty Derp wrote:"If there were 6 of him"... Made me laugh way too much.
But seriously, shield vehicles... They are the easiest to take out, flux grenades make them useless... The only arguement can be against Pythons and they're not only squishy as hell, but also need to be close enough to see you when you're not being scanned, which with the new scanner changes will mean almost never being able to see you form a distance!
It's the armour vehicles you have to worry about, armour rep, still a 0 skill, sit and take the damage while you exterminate everything strategy. All AV is losing 15% damage to shields from proficiency, and 5-10% damage from damage mods, regardless of fit.
While I personally hate fully passive armor reps and think we need to go back to activated repairs, at least AV weapons do damage to armor. You couldn't even break passive regen on a Python with bugged swarms before, now?
HAHAHAHAHAHAHHAHAHAHAHAH
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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DUST Fiend
OSG Planetary Operations Covert Intervention
12301
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Posted - 2014.03.18 19:22:00 -
[3] - Quote
jerrmy12 kahoalii wrote:DUST Fiend wrote:Derpty Derp wrote:"If there were 6 of him"... Made me laugh way too much.
But seriously, shield vehicles... They are the easiest to take out, flux grenades make them useless... The only arguement can be against Pythons and they're not only squishy as hell, but also need to be close enough to see you when you're not being scanned, which with the new scanner changes will mean almost never being able to see you form a distance!
It's the armour vehicles you have to worry about, armour rep, still a 0 skill, sit and take the damage while you exterminate everything strategy. All AV is losing 15% damage to shields from proficiency, and 5-10% damage from damage mods, regardless of fit. While I personally hate fully passive armor reps and think we need to go back to activated repairs, at least AV weapons do damage to armor. You couldn't even break passive regen on a Python with bugged swarms before, now? HAHAHAHAHAHAHHAHAHAHAHAH Exept forges, blaster turrets, and other things screw the python. Forges are anti Armor weapons, and thus, lose the 15% damage against them, as well as the flat nerf to AV through the damage mods.
Large Blasters are still a threat to tanks and LAVs though are generally a non factor to dropships unless they're being stupid or are caught by surprise.
By other things I can only assume you mean Railguns and random **** that kills dropships like RDVs and null cannon missiles, which I omit from this because they aren't actual player wielded AV (though the case could be made for RDVs)
Shield vehicles, Pythons in particular, are buffed by 1.8 AV changes.
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Closed Beta Vet; Incubus Pilot
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DUST Fiend
OSG Planetary Operations Covert Intervention
12301
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Posted - 2014.03.18 19:27:00 -
[4] - Quote
jerrmy12 kahoalii wrote:They arent I 3 shot pythons with level 4 forge operation - Proficiency skills of handheld weapons now grant 3% damage per level to either armor or shields (depending on the relevant weaponGÇÖs profile) rather than a flat increase to both. - Damage mods have been reduced to 3%/4%/5% bonus to weapon damage from 3%/5%/10% previously.
Forge guns are anti material weapons and do their bonus damage to armor, which is represented by the info that pops up every time you aim at something.
Forge guns are losing up to 15% damage to shields from proficiency, and are losing 5-10% damage from damage mods.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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DUST Fiend
OSG Planetary Operations Covert Intervention
12301
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Posted - 2014.03.18 19:38:00 -
[5] - Quote
jerrmy12 kahoalii wrote:DUST Fiend wrote:jerrmy12 kahoalii wrote:They arent I 3 shot pythons with level 4 forge operation - Proficiency skills of handheld weapons now grant 3% damage per level to either armor or shields (depending on the relevant weaponGÇÖs profile) rather than a flat increase to both. - Damage mods have been reduced to 3%/4%/5% bonus to weapon damage from 3%/5%/10% previously. Forge guns are anti material weapons and do their bonus damage to armor, which is represented by the info that pops up every time you aim at something. Forge guns are losing up to 15% damage to shields from proficiency, and are losing 5-10% damage from damage mods. I dont have proficiency or use damage mods I just 2 shotted a python with a adv afg no proficiency or damage mods I just killed a Madrugar with a scrambler pistol
Assuming you're telling the truth then he was badly fit, sitting still, or you're just such a baller you hit his weak spot twice in a row as he was flying by.
It doesn't somehow change the fact that AV is being nerfed against shields. I provide numbers, you provide conjecture.
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Closed Beta Vet; Incubus Pilot
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DUST Fiend
OSG Planetary Operations Covert Intervention
12322
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Posted - 2014.03.19 04:23:00 -
[6] - Quote
Thank you, I've been looking for the footage of a Swarm squad all day.
You put my mind at ease good sir.
In all seriousness I really hope they plan to release anti shield AV with the fanfest build
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Closed Beta Vet; Incubus Pilot
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