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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Temias Mercurial
ANGEL FLEET
30
|
Posted - 2014.03.28 02:18:00 -
[241] - Quote
Umm... CPP. The CPU/PG values of the new heavy frames are all the same upon tier. That needs to be fixed... |
Tau Lai
Seituoda Taskforce Command Caldari State
33
|
Posted - 2014.03.28 02:34:00 -
[242] - Quote
BUG
My assault suit cannot jump. It used to jump more than my logi, but now It jumps the same. I cannot reach the points I did before... It is sad and frustrating.
I don't see any details about this in the patch notes.
I can see you
Buy a tank
Buy an assault dropship
|
Bax Zanith
98
|
Posted - 2014.03.28 03:04:00 -
[243] - Quote
DRaven DeMort wrote:
seems like dropships got screwed again.
I proved you wrong three hours ago.
I'd say walk in my shoes for a day, but you probably still won't understand.
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Mors The Butcher
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
16
|
Posted - 2014.03.28 03:29:00 -
[244] - Quote
the ads is going to be a good drop ship this build to do to the nurf to rang on rail turrets
I'M SORRY.....
I'M SORRY FOR EVERYTHING
THAT HAS HAPPENED TO YOU...
....AND EVERYTHING
THAT IS GOING TO HAPPEN TO YOU
|
Mors The Butcher
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
16
|
Posted - 2014.03.28 03:51:00 -
[245] - Quote
Bro-metheus wrote:Tanks still able to be 5 per team in ambush.
ya its the bad tankers that go they're for kills because they have no gun game out side of tanks and ambush and they want they're kdr up
I'M SORRY.....
I'M SORRY FOR EVERYTHING
THAT HAS HAPPENED TO YOU...
....AND EVERYTHING
THAT IS GOING TO HAPPEN TO YOU
|
Skihids
Bullet Cluster
3184
|
Posted - 2014.03.28 04:22:00 -
[246] - Quote
So far it appears I need to activate two armor hardeners at once in order to approach a FG user in my Incubus. That in no way guarantees a kill either, just an opportunity to take a couple shots before having to boost back out of his range.
I have to get pretty close before he renders for me and by then he's gotten a couple free shots. Given the new resistance to explosive damage I was unable to land enough damage to kill him before having to retreat.
I'll have to keep trying to see if this holds true for all or if it was just a night of bad luck. I do know that a single hardener would make it nigh impossible to engage. |
MRBH1997
Knights Of Ender Galactic Skyfleet Empire
95
|
Posted - 2014.03.28 04:37:00 -
[247] - Quote
Well OP rail AI or campers can snipe me across the map now and I can't do anything about it. I see CCP's reasoning for lowering range on rails but it feels like they lowered way more than they should've. Should've lowered by atleast 100 max 200m, atleast then I'd still be able to survive against a railgun installation or take out a ADS boosting into the sky attempting to avoid me.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
936
|
Posted - 2014.03.28 09:11:00 -
[248] - Quote
CCP Logibro wrote:Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
i was kinda hoping you reduced tanks to 2, but instead you made it 2 vehicles in total so that kinda sucks but oh well
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Ryme Intrinseca
Fatal Absolution Negative-Feedback
935
|
Posted - 2014.03.28 09:23:00 -
[249] - Quote
CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG.
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Ryme Intrinseca
Fatal Absolution Negative-Feedback
935
|
Posted - 2014.03.28 09:29:00 -
[250] - Quote
Tau Lai wrote:BUG
My assault suit cannot jump. It used to jump more than my logi, but now It jumps the same. I cannot reach the points I did before... It is sad and frustrating.
I don't see any details about this in the patch notes. Maybe they have reduced the stamina? There are lots of changes to suit stats, they aren't all mentioned in the patch notes. |
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Denn Maell
PIanet Express Canis Eliminatus Operatives
213
|
Posted - 2014.03.28 14:21:00 -
[251] - Quote
What about shotgun damage? It seems to be glitches at the momentGǪ
I mean, it would have been nice to know they were getting a range buff (they needed that), but now they 2 shot heavies (even sentinels with resistances to blasters) and one shot everything else. And it feels like the RoF proficiency buff applies to all shotguns (I only have lv 3 shotguns).
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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iKillYaWith
Hellstorm Inc League of Infamy
0
|
Posted - 2014.03.28 15:02:00 -
[252] - Quote
DRaven DeMort wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m. seems like dropships got screwed again. Ya I was flying around in my Incubus and noticed swarms are still a joke. With the rail tanks having their range cut in half, they can now 1 or 2 shot me considering my armor hardener only deflects 25% of the damage... I run a lvl 5 command, adv rep and hardener, there needs to be a damage specific per vehicle for balance. I understand that a large rail should do some serious damage, but the rate of fire is way too fast, the damage is WAY too much against the dropship. Forge guns are pretty dang powerful as well, but the rate of fire is in line with the damage. It makes it very difficult when a 70k isk sica can 2 shot me, and they STILL sit in the red line covering objectives. Another thing that can help balance is have the damage fall off over distance, like every other weapon in the game, that way they will only do 10 hit points at the max range, and it should not hit you like a tidal wave at that range. |
Varjac Theobroma Montenegro
PAND3M0N1UM Lokun Listamenn
289
|
Posted - 2014.03.28 16:16:00 -
[253] - Quote
iKillYaWith wrote: Ya I was flying around in my Incubus and noticed swarms are still a joke. With the rail tanks having their range cut in half, they can now 1 or 2 shot me considering my armor hardener only deflects 25% of the damage... I run a lvl 5 command, adv rep and hardener, there needs to be a damage specific per vehicle for balance. I understand that a large rail should do some serious damage, but the rate of fire is way too fast, the damage is WAY too much against the dropship. Forge guns are pretty dang powerful as well, but the rate of fire is in line with the damage. It makes it very difficult when a 70k isk sica can 2 shot me, and they STILL sit in the red line covering objectives. Another thing that can help balance is have the damage fall off over distance, like every other weapon in the game, that way they will only do 10 hit points at the max range, and it should not hit you like a tidal wave at that range.
I want to always agree that ADS need help. I say this because I am a full time pilot and still do not make a reasonable amount of profit. I started filling in 1.7 with 50 mil isk. I now have 22 mil. I understand a large portion of that went into learning, but now that I have acquired the skills I have, I still can't earn a decent profit. A survivable ship is at least 400k isk. If you are running it in pubs an ADV turret or XT is the only way to get consistent isk. And not that much compared to the risk of losing it.
So I usually don't fly unless I have full support. In my ideal group yesterday, I played 10+ games and only lost my ship when the RDV glitched into the ground and disappeared (support ticket filed). I just want to fly unconstrained from organizing such a group. I had to wait TWO HOURS for such a group to become available! And then, we pretty much owned face. Is it a good mechanic that I have to wreck people's faces in order to profit as a pilot?
FAME
Click for Vehicle Support
Click for Recruitment
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NextDark Knight
Hellstorm Inc League of Infamy
331
|
Posted - 2014.03.28 18:00:00 -
[254] - Quote
Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
bamboo x
Eternal Beings Proficiency V.
489
|
Posted - 2014.03.28 18:02:00 -
[255] - Quote
Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG.
If you're having problems with assault dropships, you're a scrub. They're so ridiculously underpowered. They need a buff.
I got hatemail for shooting one with a Wyrkomi Breach, which I JUST skilled into for 1.8
B.D. Wong AKA Dr. Wu returns to Jurassic Park sequel
|
Skihids
Bullet Cluster
3195
|
Posted - 2014.03.28 18:36:00 -
[256] - Quote
NextDark Knight wrote:Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP.
The numbers speak for themselves. A large rail can pop the best fit ADS 1.5 seconds with its high alpha and high RoF.
I lost enough ships to learn they can completely shut down a map. With dual armor hardeners active I have just enough time to activate my afterburner to get away if I reacted immediately upon losing all my shields to the first strike. I could survive if I avoided hitting a building or MCC in my hasty flight and was lucky enough to not fly directly to or away from the rail so it would miss subsequent shots.
That's not the "wave of opportunity" CCP promised me when making hardeners an active module. I can't sit and tank a single shot. I have to fly like a bat out of hell the moment it shows its face.
Yes, by all means strip all active and passive SP for anyone behind the redline, but I have a strong suspicion that would not eliminate redline trolls from getting their jollies from costing me 500K ISK anyway.
With my hardeners at half value now I don't think it would be possible to escape even with fighter pilot reflexes. |
Jimmy McNaulty
NECROM0NGERS Caps and Mercs
50
|
Posted - 2014.03.28 18:47:00 -
[257] - Quote
Gallente standard scout only has one equipment slot as of this morning. Just a heads up and keep up the good work CCP. |
iKillYaWith
Hellstorm Inc League of Infamy
0
|
Posted - 2014.03.29 00:08:00 -
[258] - Quote
Skihids wrote:NextDark Knight wrote:Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP. The numbers speak for themselves. A large rail can pop the best fit ADS 1.5 seconds with its high alpha and high RoF. I lost enough ships to learn they can completely shut down a map. With dual armor hardeners active I have just enough time to activate my afterburner to get away if I reacted immediately upon losing all my shields to the first strike. I could survive if I avoided hitting a building or MCC in my hasty flight and was lucky enough to not fly directly to or away from the rail so it would miss subsequent shots. That's not the "wave of opportunity" CCP promised me when making hardeners an active module. I can't sit and tank a single shot. I have to fly like a bat out of hell the moment it shows its face. Yes, by all means strip all active and passive SP for anyone behind the redline, but I have a strong suspicion that would not eliminate redline trolls from getting their jollies from costing me 500K ISK anyway. With my hardeners at half value now I don't think it would be possible to escape even with fighter pilot reflexes. The numbers: MLT Rail - 1450 HP (2,320 w/2 MLT Damage mods), 0.35sec RoF delay. Incubus - 950 Sh, 2362 Ar dual 25% hardeners active Opening shot: 2320-950 (shields gone) = 1,370 applied to armor 43.75% resist for stacked modules 770 HP damage to armor leaving 1591 HP Second shot 0.35 seconds later: 2,320 HP reduced by 43.75% = 1,312 leaves 279 HP armor Third shot, just 0.7 seconds after notice of danger: Dead That's a zero SP, 70K ISK "risk" vs. a 15M SP, 500K ISK risk That's you shooting me when you don't even render for me. That's you hiding deep enough in the redline even after the nerf that I can't get to you. Now for the old armor hardener numbers: Opening shot: 3220 - 950 = 1,370 to armor 64% resist total 493.2 applied to armor leaving 1868.8 Second shot: 835.2 leaving 1,033.6 Third shot 835.2 leaving 198.4 Fourth shot: Dead The old numbers allowed me to tank one additional round which gave me another 0.35 seconds to react and flee. That is a whole 1.05 seconds, now reduced to 0.7 seconds with me running both hardeners at the same time. Do you still think that any ADS pilot that gets shot down is bad? Thank you very much, VERY well said. I do not want to be invincible at all, nor do I expect to just fly around and rule everything I see. But to invest as much into ADS and have the real scrub being a 0 SP invested 70K ISK redline hiding person with equal height advantages, and a rate of fire that leaves less than a second to react is insane to think that is balanced. |
Egonz4
The Unholy Legion Of DarkStar DARKSTAR ARMY
174
|
Posted - 2014.03.29 00:35:00 -
[259] - Quote
Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. That Is utter crap! Dropships are so weak it's not even funny
BORN CALDARI
|
Skihids
Bullet Cluster
3203
|
Posted - 2014.03.29 03:02:00 -
[260] - Quote
Dual 40% hardeners would give me a chance to flee. 25% hardeners are useless vs rails. 0.7 seconds is simply too little reaction time.
It works with FGs as they have less alpha and slower RoF, but even then you don't have much time to do your thing and run. It's not the advertised "Wave of opportunity", more like a "Chance to run". |
|
Ryme Intrinseca
Fatal Absolution Negative-Feedback
942
|
Posted - 2014.03.29 08:35:00 -
[261] - Quote
Egonz4 wrote:Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. That Is utter crap! Dropships are so weak it's not even funny Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you. |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
942
|
Posted - 2014.03.29 09:20:00 -
[262] - Quote
bamboo x wrote:Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. If you're having problems with assault dropships, you're a scrub. They're so ridiculously underpowered. They need a buff. I got hatemail for shooting one with a Wyrkomi Breach, which I JUST skilled into for 1.8 If you're so leet why don't you show me how to take down an ADS with a FG that only fires blanks? We're talking zero damage, and the ammo count doesn't even go down, for every single shot. Post a video of you meleeing a dropship to death with a broken FG and I'll be impressed. |
Roy Ventus
Axis of Chaos
1540
|
Posted - 2014.03.29 12:29:00 -
[263] - Quote
Someone needs to go and clean up the damage mods. Either they can lower the fitting cost for them OR change the percentages by the way listed below:
- Basic Damage Mod = 4%
- Enhanced Damage Mod = 6%
- Complex Damage Mod = 8%
Preferably the latter since they would actually make the increasing costs worth it while each of them all being viable in one way or the other. Right now, there's no real point to running anything other than Basic Damage Mods because of it's low fitting cost and the fact that there is only an increase of percentages by two in it's complex grade form.
I think the numbers would be better too because in the end, it would promote glass tanking, a different play style than the hugely popular hybrid eHP tanking.
Edit: If someone already commented on those, then consider this support for change.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Criteria Shipment
Dogs of War Gaming Zero-Day
750
|
Posted - 2014.03.29 14:05:00 -
[264] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m. Please don't do this to the cal hoovy! I've already put my SP into the cal hoovy. I can't believe im saying this but, to make this community deal with this hotfix, we're going to have to have another dropsuit respec if we are to enjoy this hotfix.
Goodbye, world!
(püú-ÿ+í-ÿ-é)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2535
|
Posted - 2014.03.29 15:57:00 -
[265] - Quote
Roy Ventus wrote:Someone needs to go and clean up the damage mods. Either they can lower the fitting cost for them OR change the percentages by the way listed below:
- Basic Damage Mod = 4%
- Enhanced Damage Mod = 6%
- Complex Damage Mod = 8%
Preferably the latter since they would actually make the increasing costs worth it while each of them all being viable in one way or the other. Right now, there's no real point to running anything other than Basic Damage Mods because of it's low fitting cost and the fact that there is only an increase of percentages by two in it's complex grade form. I think the numbers would be better too because in the end, it would promote glass tanking, a different play style than the hugely popular hybrid eHP tanking. Edit: If someone already commented on those, then consider this support for change.
I was thinking more along the lines of 3/5/7, otherwise you're actually buffing the std mod. 3/5/7 is basically a nerf to complex and leaving the others the same.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
NextDark Knight
Hellstorm Inc League of Infamy
332
|
Posted - 2014.03.29 19:02:00 -
[266] - Quote
Sorry, this game is more then hard numbers. Of course I fly with and against some of the best dropship toons in the game and there stats don't lie. Everyone else is left with forums meta to deal with not knowing the difference between an apple and an orange.
Of course dropships are hurting bad right now due to the passive skill nerf effecting CCP getting numbers on damage done and tanked.
I don't agree with the hardener change but with the almost 90% removal of real forge gunners are giving CCP horrible data.
I feel sad for the guy that thinks forge guns are still hitting hard now.
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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Roy Ventus
Axis of Chaos
1541
|
Posted - 2014.03.30 01:59:00 -
[267] - Quote
John Demonsbane wrote:Roy Ventus wrote:Someone needs to go and clean up the damage mods. Either they can lower the fitting cost for them OR change the percentages by the way listed below:
- Basic Damage Mod = 4%
- Enhanced Damage Mod = 6%
- Complex Damage Mod = 8%
Preferably the latter since they would actually make the increasing costs worth it while each of them all being viable in one way or the other. Right now, there's no real point to running anything other than Basic Damage Mods because of it's low fitting cost and the fact that there is only an increase of percentages by two in it's complex grade form. I think the numbers would be better too because in the end, it would promote glass tanking, a different play style than the hugely popular hybrid eHP tanking. Edit: If someone already commented on those, then consider this support for change. I was thinking more along the lines of 3/5/7, otherwise you're actually buffing the std mod. 3/5/7 is basically a nerf to complex and leaving the others the same.
They could do that, I just like working with even numbers over odd numbers.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
crazy space 1
GunFall Mobilization
2232
|
Posted - 2014.03.30 07:50:00 -
[268] - Quote
Why do snipers outrange small railguns now? O.o
Wouldn't small Railguns be more fun if they worked like longer range Forge Guns? Makes LAVs into Forge guns on Wheels, less splash.
You need to at least bring sniper range down to 200m , there is no reason a handheld railgun should have more range than a Small Turret Railgun. There should be a clear progression.
Lowest Range Ion pistol Rail Rifle Sniper Rail Rilfe Small Rail Forge Gun Tank Railgun Longest Range
Now go back to the drawing board keeping this weapon progression tree in mind. |
BrotherofHavok
PIanet Express Canis Eliminatus Operatives
5
|
Posted - 2014.03.30 15:07:00 -
[269] - Quote
Ryme Intrinseca wrote: Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you.
Umm, I hate to say this, but I've got a squad buddy of mine with a Cal Commando running sniper and swarm launchers and he single handily taken down 2 pythons in the first match he tried it on. Next match Gorgons and vipers went down pretty quick as well, grims and whatever-the-name is taken down just as quickly. I don't know what matches you've had, but some good-level dropship pilots are once again being taken down by swarms. And forge guns do not cause ZERO damage. The Assaults are glitched, but other variants work just fine. AV grenades I can agree with, but a "lucky" shot from my plasma cannon has almost always pushed a dropship so hard that it flies into a building, another dropship, or just plain-old ground. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2538
|
Posted - 2014.03.30 15:45:00 -
[270] - Quote
BrotherofHavok wrote:Ryme Intrinseca wrote: Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you.
Umm, I hate to say this, but I've got a squad buddy of mine with a Cal Commando running sniper and swarm launchers and he single handily taken down 2 pythons in the first match he tried it on. Next match Gorgons and vipers went down pretty quick as well, grims and whatever-the-name is taken down just as quickly. I don't know what matches you've had, but some good-level dropship pilots are once again being taken down by swarms. And forge guns do not cause ZERO damage. The Assaults are glitched, but other variants work just fine. AV grenades I can agree with, but a "lucky" shot from my plasma cannon has almost always pushed a dropship so hard that it flies into a building, another dropship, or just plain-old ground.
1) Pics or it didn't happen
2) A clean shot from a PLC should knock anything around, you deserve it if you can pull it off.
3) "Good" pilots do not lose 2 dropships to swarms in a single match unless they are really drunk or something.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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