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Havaru Fox
Golden Empire of EvE
55
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Posted - 2014.03.20 20:22:00 -
[1] - Quote
the new vid is out. please dont forget to like on youtube if you enjoyed it. http://youtu.be/ls7hOEdNgXE
i think he is by far the best when it comes to critics about the balance |
noobsniper the 2nd
OLDSPICE. Top Men.
295
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Posted - 2014.03.20 20:29:00 -
[2] - Quote
Swarmsopplznerf
just call me communist space king noob
MAG vet raven ftw
Pre 1.8 scout don't throw me in with that rift raft
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Minor Treat
The Enclave Syndicate Dark Taboo
186
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Posted - 2014.03.20 20:32:00 -
[3] - Quote
Finally someone made a proof video |
Enji Elric
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
184
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Posted - 2014.03.20 21:01:00 -
[4] - Quote
yes awesome vid for the judge
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Zene Ren
Bullet Cluster Legacy Rising
49
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Posted - 2014.03.20 21:01:00 -
[5] - Quote
+1 to conclude CCP math is bad (joke) the implementation is bad and the innate resistance from tanks, drop ships plus hardener resistance is flawed.
very good vid and clean explanation props to OP
CCP deal with it you can do it in quick fix probably after 1.8 hits OR just get the hardeners out of the game after 1.8 till you figure out how to implement them properly with native HAV, and DS resistance and the gunlogi speed
cheers and have a good day!
Balance is the key to achieve knowledge and understanding
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Shooty Dangerman
One Bad Dude
38
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Posted - 2014.03.20 21:01:00 -
[6] - Quote
Why do shields have a damage threshold before recharge delay? I really don't understand the need for that. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10055
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Posted - 2014.03.20 21:18:00 -
[7] - Quote
This definitely needs to be fixed
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2337
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Posted - 2014.03.20 21:48:00 -
[8] - Quote
The level of incompetence here is staggering. How did this get into the game? Literal invincibilty? "Balanced".
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Vell0cet
SVER True Blood General Tso's Alliance
1189
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Posted - 2014.03.20 21:49:00 -
[9] - Quote
I love Judge's videos. I do think he does a better job of pointing out problems than proposing solutions though. For one thing he seemed to be a big fan of the nerfs to swarms in 1.7 as show in this video of his. In that video he ignores the fact that swarm range isn't a cylinder that extends to the sky, but is a dome. At normal dropship altitudes, the radius of the circle of effective lock-on range is actually much smaller than what he shows. The ability of dropships to quickly buzz in-and-out of lock range before you are able to fire is also an issue, not to mention being able to light an afterburner and speed away from the swarms.
I also think he got the suggested fix wrong with his Redline Rail Tank Video. I think the man focus for fixing that mechanic is changing how the redline works instead of nerfing turret elevation, which would leave dropships with very few viable options to counter them (teams of forge gunners and ramming with cheap dropships). A rail tank with a low turret elevation would be forced to the redlines and edges of the battle to hit anything in the air, which is counterproductive. It should be encouraged to engage closer to the action by adding falloff mechanics and changes to the redline.
One redline change that might work is having it function like the cloak meter or stamina bar. CCP could extend the time in the redline to 40 seconds, but once your time is up and you leave, it slowly builds back up over 40 seconds, in other words, it wouldn't reset back to 40 immediately after exiting. This would limit MCC spawn camping, and open up waves of opportunity for counterattack. Here's an example, you enter the aerial redline for 30 seconds, and then exit. You now have 10 secs of redline time remaining that slowly builds up to 20 over the next 10 seconds. You re-enter the redline with 20 second, spend 15, and now exit with only 5 left. You will have to wait 35 seconds to get it back to full.
Having said all that it would have been interesting to hear what his proposed fixes were. It seems likely they would involve significantly reducing the innate resistance to swarms that vehicles have. It would have been interesting to see how those models change with the innate resistance tweaks.
Best PvE idea ever!
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Alena Ventrallis
The Neutral Zone
902
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Posted - 2014.03.20 21:59:00 -
[10] - Quote
Shooty Dangerman wrote:Why do shields have a damage threshold before recharge delay? I really don't understand the need for that. Armor regens faster than shields and cannot be stopped, and this is what bugs you?
Best PVE idea I've seen.
Fixed link.
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Havaru Fox
Golden Empire of EvE
62
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Posted - 2014.03.20 22:07:00 -
[11] - Quote
Vell0cet wrote:I love Judge's videos. I do think he does a better job of pointing out problems than proposing solutions though. For one thing he seemed to be a big fan of the nerfs to swarms in 1.7 as show in this video of his. In that video he ignores the fact that swarm range isn't a cylinder that extends to the sky, but is a dome. At normal dropship altitudes, the radius of the circle of effective lock-on range is actually much smaller than what he shows. The ability of dropships to quickly buzz in-and-out of lock range before you are able to fire is also an issue, not to mention being able to light an afterburner and speed away from the swarms. I also think he got the suggested fix wrong with his Redline Rail Tank Video. I think the man focus for fixing that mechanic is changing how the redline works instead of nerfing turret elevation, which would leave dropships with very few viable options to counter them (teams of forge gunners and ramming with cheap dropships). A rail tank with a low turret elevation would be forced to the redlines and edges of the battle to hit anything in the air, which is counterproductive. It should be encouraged to engage closer to the action by adding falloff mechanics and changes to the redline. i think that we are all just humans and after some time he found out that his first thinking was wrong.
to the marked part..
if we have suits where you can carry a AA weapon and a light weapon (in caldari case a railrifle and a swarm) then it would fix the problem that you fight with lower numbers if people have to use AV gear. if one tank/dropship forces out 3 AV gears (and you can call in like 4-5 tanks) then there is something wrong. I would also like to see the fighterjets released.
for those who never saw them.. here is a youtube vid where you can see that they allready had them done: http://www.youtube.com/watch?v=ED-YF-v7WCw&feature=player_detailpage#t=339s
you can also see the concept art here: http://imgur.com/a/4bKjz#9 line3 second picture |
Vell0cet
SVER True Blood General Tso's Alliance
1191
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Posted - 2014.03.20 22:16:00 -
[12] - Quote
Havaru Fox wrote:i think that we are all just humans and after some time he found out that his first thinking was wrong. to the marked part.. if we have suits where you can carry a AA weapon and a light weapon (in caldari case a railrifle and a swarm) then it would fix the problem that you fight with lower numbers if people have to use AV gear. if one tank/dropship forces out 3 AV gears (and you can call in like 4-5 tanks) then there is something wrong. I would also like to see the fighterjets released. for those who never saw them.. here is a youtube vid where you can see that they allready had them done: http://www.youtube.com/watch?v=ED-YF-v7WCw&feature=player_detailpage#t=339syou can also see the concept art here: http://imgur.com/a/4bKjz#9line3 second picture I actually have more respect for Judge for this. I'd rather someone get it wrong, and then release a revised opinion than pretend like they're infallible.
Best PvE idea ever!
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
215
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Posted - 2014.03.20 22:47:00 -
[13] - Quote
Yeah, when I first started watching Judge's videos (being a long time swarm user) I was of the opinion he was looking at things too much as a pilot and didn't quite grasp just how things worked on the ground. His more recent videos show a much better understanding of Dust as a whole. |
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1104
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Posted - 2014.03.20 22:54:00 -
[14] - Quote
So us dropship pilots love to complain about rails but to be honest in relation to the python - since the triple hardener meta has surfaced its nearly impossible to kill pythons with anything else BUT a railgun....
CCP ~balance~ for you.
I think they should just make it really simple.
2 options but I prefer A over B personally.
A - All vehicles are really cheap but all die very easily (Similar to battlefield) or B- All vehicles keep there awesome power but their prices goes up really high.
I say just make vehicles something cheap and something more easily killable then how they are now. I'm not saying I want this game to turn into Battlefield 514 but I do think we could definitely take a few of the really great features of BF and adapt them to dust.
Investigate 9/11
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Vell0cet
SVER True Blood General Tso's Alliance
1193
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Posted - 2014.03.20 23:22:00 -
[15] - Quote
CommanderBolt wrote:So us dropship pilots love to complain about rails but to be honest in relation to the python - since the triple hardener meta has surfaced its nearly impossible to kill pythons with anything else BUT a railgun....
CCP ~balance~ for you.
I think they should just make it really simple.
2 options but I prefer A over B personally.
A - All vehicles are really cheap but all die very easily (Similar to battlefield) or B- All vehicles keep there awesome power but their prices goes up really high.
I say just make vehicles something cheap and something more easily killable then how they are now. I'm not saying I want this game to turn into Battlefield 514 but I do think we could definitely take a few of the really great features of BF and adapt them to dust. This is the wrong approach. We should CARE about our vehicles, it should feel like something we own and worked hard for (like in EVE). That doesn't mean it should be godmode though. Someone with a proto swarm fit should also care a lot about their suit too. The way to balance vehicle price is the average ISK value of what they're able to destroy before dying. ISK efficiency should be the metric.
Best PvE idea ever!
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Disturbingly Bored
Forum Warfare
2052
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Posted - 2014.03.21 00:58:00 -
[16] - Quote
Vell0cet wrote:This is the wrong approach. We should CARE about our vehicles, it should feel like something we own and worked hard for (like in EVE). That doesn't mean it should be godmode though. Someone with a proto swarm fit should also care a lot about their suit too. The way to balance vehicle price is the average ISK value of what they're able to destroy before dying. ISK efficiency should be the metric.
Balancing by ISK has never worked for EVE nor DUST. It didn't work for heavies in beta, it didn't work for tanks before 1.7, it doesn't work for Titans in EVE or anything else you can possibly bring up.
There will always be someone with enough cash to say "lol wtf eva".
Though the ISK value of something should make a player care whether they lose it or not, it should not determine the relative balance of something.
I agree with CommanderBolt's point A.
Vehicles should be powerful against infantry, as they are now, but weak against AV. Vehicles should be a bit more expensive than dropsuits, but not millions of ISK. It should be viable to run tanks or dropships only, lose a couple, and still make a bit of ISK.
Rock is tanks, Scissors is Infantry, Paper is AV.
Each should be quite effective against the next, but weak against the one that precedes it.That's balanced.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Joseph Ridgeson
WarRavens League of Infamy
767
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Posted - 2014.03.21 01:30:00 -
[17] - Quote
Shooty Dangerman wrote:Why do shields have a damage threshold before recharge delay? I really don't understand the need for that.
Because before AR could stop a Gunnlogi from recharging any shields. It was changed so things like bumps in the road don't stop regen. The side effect is that Swarms that do piece meal damage got shafted. I made a thread about it a while ago. Solution is to have the 'theoretical damage' count for the threshold limit.
Say the Threshold is 110 damage. A Swarm hitting for 225 damage is reduced to 100 damage from hardeners. It doesn't stop the regen of the Shields at them moment. Instead have the 225 count as the Threshold damage so even if it does do less than 110 damage, it still stops the regen. |
Ansiiis The Trustworthy
Mocking Bird Inc.
894
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Posted - 2014.03.21 01:53:00 -
[18] - Quote
The sad fact is that I did not even notice those swarms... They need to hire Judge .
Want PVE? Wonder why?
New picture every day.
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3612
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Posted - 2014.03.21 02:00:00 -
[19] - Quote
Ansiiis The Trustworthy wrote:The sad fact is that I did not even notice those swarms... They need to hire Judge .
Yea hire the guy who was all about the swarm nerf, range and damage but now is singing a different tune because rail tanks are a problem for him. yea.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Garth Mandra
The Southern Legion League of Infamy
359
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Posted - 2014.03.21 02:12:00 -
[20] - Quote
Joseph Ridgeson wrote:Shooty Dangerman wrote:Why do shields have a damage threshold before recharge delay? I really don't understand the need for that. Because before AR could stop a Gunnlogi from recharging any shields. It was changed so things like bumps in the road don't stop regen. The side effect is that Swarms that do piece meal damage got shafted. I made a thread about it a while ago. Solution is to have the 'theoretical damage' count for the threshold limit. Say the Threshold is 110 damage. A Swarm hitting for 225 damage is reduced to 100 damage from hardeners. It doesn't stop the regen of the Shields at them moment. Instead have the 225 count as the Threshold damage so even if it does do less than 110 damage, it still stops the regen.
A better solution might be to have damage taken per second or similar. This way if you have two separate weapons that together just beat the threshold you stop regen. Also fixes the issues with swarms.
It does mean that blasters would now stop hardened shield tanks. I don't think this is a problem though. A slight change to the meta.
Still doesn't get triggered by bumps or non-AV light weapons (unless the entire team is shooting). |
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Vell0cet
SVER True Blood General Tso's Alliance
1207
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Posted - 2014.03.21 02:18:00 -
[21] - Quote
Disturbingly Bored wrote:Vell0cet wrote:This is the wrong approach. We should CARE about our vehicles, it should feel like something we own and worked hard for (like in EVE). That doesn't mean it should be godmode though. Someone with a proto swarm fit should also care a lot about their suit too. The way to balance vehicle price is the average ISK value of what they're able to destroy before dying. ISK efficiency should be the metric. Balancing by ISK has never worked for EVE nor DUST. It didn't work for heavies in beta, it didn't work for tanks before 1.7, it doesn't work for Titans in EVE or anything else you can possibly bring up. There will always be someone with enough cash to say "lol wtf eva". Though the ISK value of something should make a player care whether they lose it or not, it should not determine the relative balance of something. I agree with CommanderBolt's point A. Vehicles should be powerful against infantry, as they are now, but weak against AV. Vehicles should be a bit more expensive than dropsuits, but not millions of ISK. It should be viable to run tanks or dropships only, lose a couple, and still make a bit of ISK. Rock is tanks, Scissors is Infantry, Paper is AV. Each should be quite effective against the next, but weak against the one that precedes it.That's balanced. There's a big difference between balancing on ISK and balancing on RELATIVE ISK (i.e. ISK efficiency). I agree that vehicles, infantry, and AV should all be balanced on good gameplay. Being able to consistently run something is entirely irrelevant if its ISK efficiency is out-of-whack.
I can't afford to run Proto gear 24/7 and have to grind in cheaper suits to have nice things (note: I'm not complaining, this is a good thing). It gives good suits value and makes me care if I live or die. This is a unique aspect of DUST that makes it more compelling than any other FPS I've ever played. I'm not sure why some vehicle users think they get to be the exception here.
Best PvE idea ever!
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Gavr1Io Pr1nc1p
230
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Posted - 2014.03.21 03:04:00 -
[22] - Quote
+1 ccl please watch video
Kills-Archduke Ferdinand
Balance!
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Marston VC
SVER True Blood General Tso's Alliance
1608
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Posted - 2014.03.21 03:17:00 -
[23] - Quote
yes
Marston VC, STB Director
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Maken Tosch
DUST University Ivy League
7551
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Posted - 2014.03.21 03:22:00 -
[24] - Quote
Michael Arck wrote:Ansiiis The Trustworthy wrote:The sad fact is that I did not even notice those swarms... They need to hire Judge . Yea hire the guy who was all about the swarm nerf, range and damage but now is singing a different tune because rail tanks are a problem for him. yea.
First off, stop it with the ad hominem. That has nothing to do with this subject and you know it.
Second, Judge is didn't post that video from the point of view of the dropship pilot. He posted that video from the point of view of the very players that are trying to kill him (swarm launcher users).
I am not a dropship pilot nor a tank pilot. In fact, I have absolutely no skills at all invested in vehicles. But I do have skills invested at least up to the Advanced Swarm Launcher and I have had to deal with vehicles constantly.
One can easily assume that teamwork is needed. But as Judge pointed out in that video at least 2-3 times on 2-3 separate situations, even teamwork wasn't enough. A team of swarms engaging a dropship for 44 seconds non-stop should have resulted in that one dropship from getting destroyed even with hardners active. But instead, the hardener is just too strong or at least the hardener is lasting too long.
But that's probably not the main issue here.
Take a look at this part of the video. https://www.youtube.com/watch?feature=player_detailpage&v=ls7hOEdNgXE#t=935
The main issue it seems is that swarm damage is not being applied properly. A total swarm damage of about 880 from a militia swarm being reduced to no more than 300 damage is a 66% reduction in overall damage. That's a 34% efficiency rating for the swarms even though the efficiency rating listed (earlier in the video) on the hud says it's suppose to be 55%. At least 484 damage should be applied. But the main issue doesn't stop there.
There is also the issue of the damage threshold. It's not reading the swarm damage as a volley or within a per-second basis. It's reading the swarm damage on a per-rocket basis and it's treating the rockets like a typical non-AV as opposed to a typical AV. This is a problem as well that's adding to the issue.
Then there is the issue that not even a dedicated team of swarms is able to take on a hardened DS or tank as seen at least twice in the video. If the pilot is smart enough, they will only enter the battlefield or near the danger zone with the hardeners on which last approximately 1 minute. If they run out of hardeners, they pull out and fall back to cooldown in relative safety leaving the swarms with nothing. The same is true to tanks. So far, as an AV swarm user myself, I have seen tanks only come in with hardeners active, destroy us, and then leave.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3618
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Posted - 2014.03.21 03:41:00 -
[25] - Quote
Maken Tosch wrote:Michael Arck wrote:Ansiiis The Trustworthy wrote:The sad fact is that I did not even notice those swarms... They need to hire Judge . Yea hire the guy who was all about the swarm nerf, range and damage but now is singing a different tune because rail tanks are a problem for him. yea. First off, stop it with the ad hominem. That has nothing to do with this subject and you know it. Second, Judge is didn't post that video from the point of view of the dropship pilot. He posted that video from the point of view of the very players that are trying to kill him (swarm launcher users). I am not a dropship pilot nor a tank pilot. In fact, I have absolutely no skills at all invested in vehicles. But I do have skills invested at least up to the Advanced Swarm Launcher and I have had to deal with vehicles constantly. One can easily assume that teamwork is needed. But as Judge pointed out in that video at least 2-3 times on 2-3 separate situations, even teamwork wasn't enough. A team of swarms engaging a dropship for 44 seconds non-stop should have resulted in that one dropship from getting destroyed even with hardners active. But instead, the hardener is just too strong or at least the hardener is lasting too long. But that's probably not the main issue here. Take a look at this part of the video. https://www.youtube.com/watch?feature=player_detailpage&v=ls7hOEdNgXE#t=935The main issue it seems is that swarm damage is not being applied properly. A total swarm damage of about 880 from a militia swarm being reduced to no more than 300 damage is a 66% reduction in overall damage. That's a 34% efficiency rating for the swarms even though the efficiency rating listed (earlier in the video) on the hud says it's suppose to be 55%. At least 484 damage should be applied. But the main issue doesn't stop there. There is also the issue of the damage threshold. It's not reading the swarm damage as a volley or within a per-second basis. It's reading the swarm damage on a per-rocket basis and it's treating the rockets like a typical non-AV as opposed to a typical AV. This is a problem as well that's adding to the issue. Then there is the issue that not even a dedicated team of swarms is able to take on a hardened DS or tank as seen at least twice in the video. If the pilot is smart enough, they will only enter the battlefield or near the danger zone with the hardeners on which last approximately 1 minute. If they run out of hardeners, they pull out and fall back to cooldown in relative safety leaving the swarms with nothing. The same is true to tanks. So far, as an AV swarm user myself, I have seen tanks only come in with hardeners active, destroy us, and then leave.
Before I read your post, just where exactly is the ad hominem? Seriously. That's exactly how it happened.
Let the truth be the truth. Judge was very vocal and happy about the swarm range and damage nerf...now he is all for increasing damage? Why? Because his dropship is getting blown outta the sky now? So he's all for it because it benefits him. Just like he was all for the swarm nerf, since he can camp flight objectives. C'mon now, I'm not even making this up.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Maken Tosch
DUST University Ivy League
7551
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Posted - 2014.03.21 04:00:00 -
[26] - Quote
Michael Arck wrote: Before I read your post, just where exactly is the ad hominem? Seriously. That's exactly how it happened.
Let the truth be the truth. Judge was very vocal and happy about the swarm range and damage nerf...now he is all for increasing damage? Why? Because his dropship is getting blown outta the sky now? So he's all for it because it benefits him. Just like he was all for the swarm nerf, since he can camp flight objectives. C'mon now, I'm not even making this up.
Do you even know what an ad hominem is?
Anyways, he's not calling for direct buff to swarm damage. He even says to be careful about saying that. He's calling for a rework on how that damage is applied. As far as I can see, the base damage for swarms seems fine. The problem is how the system applies that damage. This shouldn't be too hard to understand as the evidence that backs up his point is evidently clear.
But you seem to ignore that in this discussion and thus resort to an ad hominem by saying "oh he's just a butthurt DS pilot mad at tanks" which is NOT related to this discussion. This discussion is about the application of AV swarm damage and nothing more. Also, as the video clearly shows, he puts a lot of focus on AV swarms which look like absolute **** when pitted against dropships. Judge seems to want the AV swarms to be as equally affective against his own dropship as they are against other vehicles.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Vell0cet
SVER True Blood General Tso's Alliance
1208
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Posted - 2014.03.21 04:14:00 -
[27] - Quote
Maken Tosch wrote:Michael Arck wrote: Before I read your post, just where exactly is the ad hominem? Seriously. That's exactly how it happened.
Let the truth be the truth. Judge was very vocal and happy about the swarm range and damage nerf...now he is all for increasing damage? Why? Because his dropship is getting blown outta the sky now? So he's all for it because it benefits him. Just like he was all for the swarm nerf, since he can camp flight objectives. C'mon now, I'm not even making this up.
Do you even know what an ad hominem is? Anyways, he's not calling for direct buff to swarm damage. He even says to be careful about saying that. He's calling for a rework on how that damage is applied. As far as I can see, the base damage for swarms seems fine. The problem is how the system applies that damage. This shouldn't be too hard to understand as the evidence that backs up his point is evidently clear. But you seem to ignore that in this discussion and thus resort to an ad hominem by saying "oh he's just a butthurt DS pilot mad at tanks" which is NOT related to this discussion. This discussion is about the application of AV swarm damage and nothing more. Also, as the video clearly shows, he puts a lot of focus on AV swarms which look like absolute **** when pitted against dropships. Judge seems to want the AV swarms to be as equally affective against his own dropship as they are against other vehicles. I agree. I'm pretty sure that Judge is sincere in wanting balance. I suspect in his first swarm video, he was simply wrong about the implications (also if he had known about all of the secret resistances and such he discusses in this new video, I suspect he might have had a different opinion). IMO Judge is also wrong about how to fix rail tanks too, but I don't think he wants to deliberately break the game to benefit his preferred play style. He seems like a guy putting a lot of time and effort into pointing out problems related to vehicles because he wants them to be balanced. This game will never succeed if things continue to be as imbalanced as they are, surely Judge knows this.
This was an incredibly well-done video that really shines a light on the problems with built-in resistances and the imbalances that exist. I don't see how anyone could watch it and come away thinking otherwise.
Best PvE idea ever!
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3620
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Posted - 2014.03.21 04:18:00 -
[28] - Quote
Maken Tosch wrote:Michael Arck wrote: Before I read your post, just where exactly is the ad hominem? Seriously. That's exactly how it happened.
Let the truth be the truth. Judge was very vocal and happy about the swarm range and damage nerf...now he is all for increasing damage? Why? Because his dropship is getting blown outta the sky now? So he's all for it because it benefits him. Just like he was all for the swarm nerf, since he can camp flight objectives. C'mon now, I'm not even making this up.
Do you even know what an ad hominem is? Anyways, he's not calling for direct buff to swarm damage. He even says to be careful about saying that. He's calling for a rework on how that damage is applied. As far as I can see, the base damage for swarms seems fine. The problem is how the system applies that damage. This shouldn't be too hard to understand as the evidence that backs up his point is evidently clear. But you seem to ignore that in this discussion and thus resort to an ad hominem by saying "oh he's just a butthurt DS pilot mad at tanks" which is NOT related to this discussion. This discussion is about the application of AV swarm damage and nothing more. Also, as the video clearly shows, he puts a lot of focus on AV swarms which look like absolute **** when pitted against dropships. Judge seems to want the AV swarms to be as equally affective against his own dropship as they are against other vehicles.
Yea I do, do you? I'm calling things as they are. I didn't use the term "butthurt". That is how it happened. You can omit the info if you want to. A disagreement with someone's perspectives does not boil down to ad hominem, especially with my post.
I can post what I feel and I posted constructively. I used tact. You do know what tact means, don't you? Don't even bother replying to me macintosh, I won't even see it.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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boba's fetta
Dead Man's Game
392
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Posted - 2014.03.21 04:31:00 -
[29] - Quote
people who say well ive killed stuff with my swarms dont relise you can kill tanks and drop ships with you rifle hmg and grenades. its not how much damage it does its who gets the final blow.
also as someone who use's tanks a lot im not sure all the examples are double hardened. which just makes it worse.
props to judge.
i want proxie chat so i can run around in the gall heavy saying GET IN MAH BELLY. nah just kidding trade window please=)
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LT SHANKS
Amarr Templars Amarr Empire
1655
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Posted - 2014.03.21 05:01:00 -
[30] - Quote
Give me a Swarm that fires out 6 proto breach FG rounds and I'll be happy. |
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