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KalOfTheRathi
Nec Tributis
1117
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Posted - 2014.04.01 03:28:00 -
[121] - Quote
BAD FURRY wrote:Militia - Standard - Advanced - Proto - T2 - T3
that but we dont have that yet ! Thanks for pointing that out. I forget that many never saw the complete plan for the future, now the past and possibly not even a possibility.
We still have a Market slot under Drop Suits -> Light -> Pilots but absolutely no time frame for its possible inclusion. I created a character just to be a pilot, finally gave up on it arriving though.
And so it goes.
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MarasdF Loron
Fatal Absolution
293
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Posted - 2014.04.01 04:12:00 -
[122] - Quote
bamboo x wrote:You have convinced me to skill into damage mods on my tank character.
I wouldn't do it before because hardeners were so OP.
What would you recommend on a full proto Gunnlogi? I'm thinking an extender, hardener, and damage mod? For pubs: dmg mod, dmg mod, dmg mod or dmg mod, dmg mod, nitrous. With our without hardener nerf that wrecks almost all tanks.
R.I.P. Pre-1.7 tanks, you will be missed.
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TYCHUS MAXWELL
The Fun Police
141
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Posted - 2014.04.01 04:52:00 -
[123] - Quote
I think they need to release the higher tiers or else vehicle vs. av will stay in buff nerf limbo. I think for mlt and std tanks/dropships they are working as intended. The big issue is that adv and proto hulls still aren't out yet.
If you compare mlt tank vs. std tank with mlt suit vs. std suit it's seemingly where it should be now. |
Atiim
Living Like Larry Schwag
6332
|
Posted - 2014.04.01 11:14:00 -
[124] - Quote
alten hilt wrote: And swarms are a little OP against LAV's at the moment. Mostly because once a lock on is achieved there is almost nothing I can do to evade those suckers. Can't outrun them ( they will fly forever until they hit something), they can reverse direction instantly, and navigate around corners like crazy. If I'm lucky, I can kill the swarmer before he gets that second shot off, but due to the fact that the swarm explosion animation drops my frame rate to 0, this is unlikely.
This statement is a lie.
Swarm Launchers cannot turn corners, and a NOS module allows you to turn the corner with ease. Perhaps you should take note of where the Swarm Launcher user is, so you know which corner to turn when he fires. It's not difficult.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
736
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Posted - 2014.04.01 11:20:00 -
[125] - Quote
pegasis prime wrote:It depends on my fits... my triple hardend ion cannon/particle cannon/XTmissile fits still kick ass and absorb **** loads incoming AV be it swarms forges and pic's I still haven't lost one of my triple hardend Gunnlogis so far.
but my norm 2 harder dammage mod/shield booster/ extender can't take as much AV as they did before the hot fix and i have acctually lost a few to av.
Tank on tank combat feels much the same as it still really comes down to who fires first or who's hardners/boosters are expended first.
I ran my double hardener shield booster/damage/extender fit yesterday, and lost quite a few. Not to AV mind you but to other rail tanks. It all came down to that first shot. The only difference now, 2 hardeners doesn't show any appreciable defense against other rails as it did before.
While AV may be a bit more balanced against tanks, tank on tank just went out the window. Sica's are more powerful than ever.
Thanks for the feedback fella's though, you have made me question my own idea's. While I don't think they went the right direction, it has spurned some new idea's of where we could go with this. Keeping in mind tanks are yet to be finished.
Tanks - Balancing Turrets
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calisk galern
BurgezzE.T.F General Tso's Alliance
2290
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Posted - 2014.04.01 12:21:00 -
[126] - Quote
Spkr4theDead wrote:calisk galern wrote:seems the same to me of course i've never used hardeners, mobility has always been my shield. You probably get destroyed a lot.
not really i've lost 9 tanks over the last month and I need to bring them out nearly every single match, 3 of those tanks were lost yesterday when I was facing a full squad of valor tanks, i ended up ending with 2300 war points, was rough since they were camping the spawn with a minimum of 2 rails at all times with several blasters farming the team and an assault drop ship, but i managed to make 4 of them go negative. my deaahes were good though, one blew up on being called in, my first death was just a sheer ambush got bush wacked by 3 of their tanks from all sides( hardeners would of done **** ), and the final death came at a double ko with a proto rail tank.
but ya normally i don't lose my tank at all, same reason a good scout in the last build had nearly no ehp but could go 30/0, tanks can do the same. |
alten hilt
DUST University Ivy League
128
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Posted - 2014.04.01 12:48:00 -
[127] - Quote
Atiim wrote:alten hilt wrote: And swarms are a little OP against LAV's at the moment. Mostly because once a lock on is achieved there is almost nothing I can do to evade those suckers. Can't outrun them ( they will fly forever until they hit something), they can reverse direction instantly, and navigate around corners like crazy. If I'm lucky, I can kill the swarmer before he gets that second shot off, but due to the fact that the swarm explosion animation drops my frame rate to 0, this is unlikely.
This statement is a lie. Swarm Launchers cannot turn corners, and a NOS module allows you to turn the corner with ease. Perhaps you should take note of where the Swarm Launcher user is, so you know which corner to turn when he fires. It's not difficult.
You obviously never been on the receiving end of swarms. I've turned 90' corners and had a whole flight of swarms follow me without a problem. I suppose it depends on how far away they are. If I turn a corner right as you launch them, then yeah, the swarms will try to head straight to my new position. But if they are even halfway to me, then they turn the corner 8 times out of 10 |
Atiim
Living Like Larry Schwag
6335
|
Posted - 2014.04.01 12:52:00 -
[128] - Quote
alten hilt wrote: You obviously never been on the receiving end of swarms. I've turned 90' corners and had a whole flight of swarms follow me without a problem. I suppose it depends on how far away they are. If I turn a corner right as you launch them, then yeah, the swarms will try to head straight to my new position. But if they are even halfway to me, then they turn the corner 8 times out of 10
I've been on the receiving end of Swarm Launchers plenty of times, and I've been on the giving end more than anyone in this thread. Assumptions are bad for you.
And from my experience, I can guarantee that the Swarm Launcher AI has not turned a corner (greater than 5-¦) since Uprising 1.8. No, they will not head straight to your position.
Perhaps you should see for yourself. Actually use a Swarm Launcher and get back to me on that one.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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shadow drake35
the third day Galactic Skyfleet Empire
116
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Posted - 2014.04.01 12:53:00 -
[129] - Quote
alten hilt wrote:Atiim wrote:alten hilt wrote: And swarms are a little OP against LAV's at the moment. Mostly because once a lock on is achieved there is almost nothing I can do to evade those suckers. Can't outrun them ( they will fly forever until they hit something), they can reverse direction instantly, and navigate around corners like crazy. If I'm lucky, I can kill the swarmer before he gets that second shot off, but due to the fact that the swarm explosion animation drops my frame rate to 0, this is unlikely.
This statement is a lie. Swarm Launchers cannot turn corners, and a NOS module allows you to turn the corner with ease. Perhaps you should take note of where the Swarm Launcher user is, so you know which corner to turn when he fires. It's not difficult. You obviously never been on the receiving end of swarms. I've turned 90' corners and had a whole flight of swarms follow me without a problem. I suppose it depends on how far away they are. If I turn a corner right as you launch them, then yeah, the swarms will try to head straight to my new position. But if they are even halfway to me, then they turn the corner 8 times out of 10 you guys obviously cant drive a lav skill the only thing that kills me in a lav is a FRINDLY TANK around a conor where niether of us new the other was there a good drive can escape swarms i have been in a place where i had 2 ENEMY blaster tanks on each side of me while driving a shield lav and i survived learn to drive
MAG Raven, Valor, and S.V.E.R. Veteran
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shadow drake35
the third day Galactic Skyfleet Empire
116
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Posted - 2014.04.01 12:54:00 -
[130] - Quote
Atiim wrote:alten hilt wrote: You obviously never been on the receiving end of swarms. I've turned 90' corners and had a whole flight of swarms follow me without a problem. I suppose it depends on how far away they are. If I turn a corner right as you launch them, then yeah, the swarms will try to head straight to my new position. But if they are even halfway to me, then they turn the corner 8 times out of 10
I've been on the receiving end of Swarm Launchers plenty of times, and I've been on the giving end more than anyone in this thread. Assumptions are bad for you. And from my experience, I can guarantee that the Swarm Launcher AI has not turned a corner (greater than 5-¦) since Uprising 1.8. No, they will not head straight to your position. Perhaps you should see for yourself. Actually use a Swarm Launcher and get back to me on that one. ya there turn radius not big i give them and take them they just cant drive is all
MAG Raven, Valor, and S.V.E.R. Veteran
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
736
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Posted - 2014.04.01 13:11:00 -
[131] - Quote
Atiim wrote:alten hilt wrote: You obviously never been on the receiving end of swarms. I've turned 90' corners and had a whole flight of swarms follow me without a problem. I suppose it depends on how far away they are. If I turn a corner right as you launch them, then yeah, the swarms will try to head straight to my new position. But if they are even halfway to me, then they turn the corner 8 times out of 10
I've been on the receiving end of Swarm Launchers plenty of times, and I've been on the giving end more than anyone in this thread. Assumptions are bad for you. And from my experience, I can guarantee that the Swarm Launcher AI has not turned a corner (greater than 5-¦) since Uprising 1.8. No, they will not head straight to your position. Perhaps you should see for yourself. Actually use a Swarm Launcher and get back to me on that one.
He is right, swarm AI is far more manageable in a tank now. They used to follow you when you took tight turns around buildings, now they end up IN THE BUILDING.
Tanks - Balancing Turrets
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
655
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Posted - 2014.04.01 14:32:00 -
[132] - Quote
MarasdF Loron wrote:Magnus Amadeuss wrote: Due to the damage mod and proficiency nerfs, armor repper tanks are actually a good bit more effective than before.
So, let's see... PLC Prof = Shield (Next to useless weapon as AV anyway) Forge Prof = Armor Swarm Prof = Armor Sooo... how did it affect armor tanks?
pre 1.8: 3 damage mods = 124.4% damage
post 1.8: 3 damage mods = 112.2% damage
There you go, a 10% nerf to swarms/forge guns versus armor tanks.
Fixing swarms
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Skihids
Bullet Cluster Lokun Listamenn
3225
|
Posted - 2014.04.01 17:58:00 -
[133] - Quote
BrotherofHavok wrote:Skihids wrote:
It won't work. You can't balance on ISK. All you would do is create an elite few that could stomp with impunity. The PC ISK farmers could still spam as many as they wanted.
As long as vehicles share the same role (infantry slaughter) as infantry, they have to be balanced 1v1 with a dropsuit. CCP is almost there now, and has but to kill stacked reppers to complete the job. Then they can reduce the price to equal the dropsuit and we will have true AV/V tiericide.
(GASP) WHAT?!!!??? WHAT?! 1v1 with infantry? Then what's the point of tanks? Lower the cost to dropsuit cost? Then everyone would go tanks. Let's face it, tanks are large targets that move faster than most infantry. They have room for 3 gunners and fill specific roles. Do I agree that tanks are suppose to be good against infantry? No, not the large turrets anyway. Should the large turrets be only good against vehicles? Probably not, no matter what a large rail shot should take out any standing infantry. Should CCP make it harder for them to hit? Sure, but you cannot say that tanks should be equal to usefulness and cost of infantry. If that were the case then CCP should have just yanked all vehicles when they removed logi LAVS, logi dropships and enforcer HAVs. true tiericide? are you kidding? As far as the balance isk issue, yes, there will always be elites that have the isk to spend but you know what, if they keep wasting their tanks that cost a mil isk or more, then every match I will sit there and take it from them. As far as those with tons of PC districts, CCP has gone a long way of knocking them down a peg or two with the removal of district locking. Now, corps like Nyain San have lost more than half of their districts and will probably continue to do so until their fairly small corp gets to a reasonable size that they can defend and hold. They will still of PC districts though until a stronger corp comes along and if you hate that any corp besides your own has a district than get over it, beef up your corp, take a district or just plain go to a different corp that already has a district.
I didn't say I was in favor, merely that CCP has limited balance options and that they picked one to implement.
The choices are: Require a multi-player crew Seperate heavy vehicles from infantry so they don't compete directly Place a very low artificial limit on deployment Nerf heavy vehicles to be no different than a suit
A tank as you and I think of it is far better than one infantry suit. It has more eHP, hits harder, and drives faster. That means it is worth a multiple of a suit, making it a force multiplier when driven by one player. The low player count means a couple of these will unbalance the match.
You can eliminate the multiplier by adding crew requirements. If the vehicle will be worth three suits it takes three suits to run.
Another way to deal with the problem is to side step it. Remove the large turret's AI capability and put more in the game for the rail turret to destroy. We are getting out idea of what a tank is from modern day, so let's take thier mission from modern day as well. No army today uses its main battle tank's main gun to kill infantry 1v1. They use them to blow up the big stuff. They breach walls, knock down bridges and towers, and destroy bunkers.
You can also cut down the size of the imbalance by limiting the number deployed. CCP did that in Ambush.
Failing any of the previous you can simply swing the nerf bat until the vehicle no longer has an eHP or effective movement advantage such that it can be killed by a lone merc as easily as the vehicle can kill the merc. This is the least desirable method because it destroys the whole notion of what the vehicle is, but it is by far the easiest and fastest to implement. This is the path that CCP has chosen. |
echo47
Minmatar Republic
260
|
Posted - 2014.04.01 18:09:00 -
[134] - Quote
You guys should really hold off on all this until the forge is fixed. This is the only reason lot of you are surviving. A lot of times the forge is only applying damage every other shot.
I would rather look bad and win, than look good and lose.
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Atiim
Living Like Larry Schwag
6335
|
Posted - 2014.04.01 18:11:00 -
[135] - Quote
echo47 wrote:You guys should really hold off on all this until the forge is fixed. This is the only reason lot of you are surviving. A lot of times the forge is only applying damage every other shot. That conclusion would only be valid if the problem started as a result of the Forge Gun fix, which it didn't.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Alena Ventrallis
The Neutral Zone
1086
|
Posted - 2014.04.01 18:32:00 -
[136] - Quote
CCP broke vehicles.
The problem was NEVER the amount hardened. It was short cooldowns and hardener stacking allowing perma hardened vehicles, alongside militia modules being just as effective as proto modules. All they needed do was limit hardeners to one per vehicle. That's it. Now hardener stacking is the only viable fit, and even then it is more efficient to call out a sica, because a militia railgun can remove a double hardened gunnlogi's shield in 4 shots.
They need to bring back the old hardener values and limit the amount you can put on the vehicle. The changes did absolutely nothing to emphasize waves of opportunity.
Best PVE idea I've seen.
Fixed link.
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CLONE117
True Pros Forever
739
|
Posted - 2014.04.01 21:05:00 -
[137] - Quote
( Skihids: The choices are: Require a multi-player crew Seperate heavy vehicles from infantry so they don't compete directly Place a very low artificial limit on deployment Nerf heavy vehicles to be no different than a suit)
i guess the same could be said for proto suits and modules in pub matches.. since tank versus tank is alot more balanced than drop suit vs drop suit. if it takes 2 players too kill a single player in a proto suit. then shouldnt the proto suit require 2 players to use it?. by this logic gameplay is ridiculously stupid in general. but it might tone down stomp matches.. potentially.
what shall our newberries due?. by all rights and respect to them. their the ones that deserve to cry and whine all they want. they get farmed for kills and warpoints by proto scrubs without a second thought. the new berries invented the murder taxi. they discovered a way to counter a proto suit. and that counter was bitched about endlessly then abused badly later on by the actual scrubs till its removal. come 1.7. our mlt newberries discovered tanks to be the best counter to proto stompers. and all the bitching here is perfect proof of it. and those few paths are dead wrong in general. there are many more paths than u think. no1 seems to have learned them or figured them out by now. except maybe for the ignored few. |
Atiim
Living Like Larry Schwag
6341
|
Posted - 2014.04.01 21:09:00 -
[138] - Quote
Magnus Amadeuss wrote: pre 1.8: 3 damage mods = 124.4% damage
post 1.8: 3 damage mods = 112.2% damage
There you go, a 10% nerf to swarms/forge guns versus armor tanks.
Actually, that's a 10.2% nerf to all AV against all vehicles.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
6341
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Posted - 2014.04.01 21:11:00 -
[139] - Quote
Alena Ventrallis wrote:CCP broke vehicles.
The problem was NEVER the amount hardened. It was short cooldowns and hardener stacking allowing perma hardened vehicles, alongside militia modules being just as effective as proto modules. All they needed do was limit hardeners to one per vehicle. That's it. Now hardener stacking is the only viable fit, and even then it is more efficient to call out a sica, because a militia railgun can remove a double hardened gunnlogi's shield in 4 shots.
They need to bring back the old hardener values and limit the amount you can put on the vehicle. The changes did absolutely nothing to emphasize waves of opportunity. My approach, would have been to allow multiple hardeners, but all of the hardeners would activate at the same time.
That way, you can have a fitting that has a higher resistance, but at the cost of a lower HP buffer.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
6341
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Posted - 2014.04.01 21:13:00 -
[140] - Quote
Figured I should leave this for those of you who are theorycrafting fits.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9153
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Posted - 2014.04.01 21:14:00 -
[141] - Quote
Are people are still complaining they cannot destroy HAV?
In all seriousness?
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Atiim
Living Like Larry Schwag
6341
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Posted - 2014.04.01 21:24:00 -
[142] - Quote
True Adamance wrote:Are people are still complaining they cannot destroy HAV?
In all seriousness? Dem Triple Rep Madrugars though.
The Snack That Smiles Back! "Swarmers"
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Pvt Numnutz
R 0 N 1 N
1059
|
Posted - 2014.04.01 21:28:00 -
[143] - Quote
I would just like to say that the hardener Nerf was fair and the tankers who are crying should feel ashamed. Imagine my lolz when I couldn't just turn on a hardener and sit through an orbital! Shield tanks are challenging now, you aren't invincible anymore and it seems av has finally found its backbone as I am seeing swarms everywhere in groups.
The supper repper nos gal tank is a problem IMO, I have fought with them and against them and the only way to really destroy them is proto rail or adv/proto rail + a missile tank. I tried to down one with me an my gunner in an assault dropship and as soon as we had to reload (xt missiles) his armor was back. We tried alternating our fire to keep a continuous stream of missiles on him but we were in a dropship so cover and buildings and changes in direction hampered that plan. I'm pretty sure a rail tank came and together we were able to bring it down. Honestly even in my missile tank I would think twice about engaging a rep tank with nos, and missile tanks are designed to hunt those so....... |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9153
|
Posted - 2014.04.01 21:37:00 -
[144] - Quote
Pvt Numnutz wrote:I would just like to say that the hardener Nerf was fair and the tankers who are crying should feel ashamed. Imagine my lolz when I couldn't just turn on a hardener and sit through an orbital! Shield tanks are challenging now, you aren't invincible anymore and it seems av has finally found its backbone as I am seeing swarms everywhere in groups.
The supper repper nos gal tank is a problem IMO, I have fought with them and against them and the only way to really destroy them is proto rail or adv/proto rail + a missile tank. I tried to down one with me an my gunner in an assault dropship and as soon as we had to reload (xt missiles) his armor was back. We tried alternating our fire to keep a continuous stream of missiles on him but we were in a dropship so cover and buildings and changes in direction hampered that plan. I'm pretty sure a rail tank came and together we were able to bring it down. Honestly even in my missile tank I would think twice about engaging a rep tank with nos, and missile tanks are designed to hunt those so.......
The only solution to that are depreciating rep values on stacked modules.... otherwise nerfs just penalise those like me who only user a single repper, and I think current rep values are pretty fair...unless we hit the old active rep modules.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
741
|
Posted - 2014.04.01 22:25:00 -
[145] - Quote
True Adamance wrote:Pvt Numnutz wrote:I would just like to say that the hardener Nerf was fair and the tankers who are crying should feel ashamed. Imagine my lolz when I couldn't just turn on a hardener and sit through an orbital! Shield tanks are challenging now, you aren't invincible anymore and it seems av has finally found its backbone as I am seeing swarms everywhere in groups.
The supper repper nos gal tank is a problem IMO, I have fought with them and against them and the only way to really destroy them is proto rail or adv/proto rail + a missile tank. I tried to down one with me an my gunner in an assault dropship and as soon as we had to reload (xt missiles) his armor was back. We tried alternating our fire to keep a continuous stream of missiles on him but we were in a dropship so cover and buildings and changes in direction hampered that plan. I'm pretty sure a rail tank came and together we were able to bring it down. Honestly even in my missile tank I would think twice about engaging a rep tank with nos, and missile tanks are designed to hunt those so....... The only solution to that are depreciating rep values on stacked modules.... otherwise nerfs just penalise those like me who only user a single repper, and I think current rep values are pretty fair...unless we hit the old active rep modules.
https://forums.dust514.com/default.aspx?g=posts&t=152998&find=unread
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
741
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Posted - 2014.04.01 22:28:00 -
[146] - Quote
Read the link I posted above please. I'd rather that be where the discussion takes place. Lovin it all btw. Good to see such a discussion going on!
Tanks - Balancing Turrets
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Sgt Kirk
Fatal Absolution Dirt Nap Squad.
5436
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Posted - 2014.04.01 22:44:00 -
[147] - Quote
I drive and gun in an LAV. I am completely unaffected by the hardener changes because I never used them.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Skihids
Bullet Cluster Lokun Listamenn
3228
|
Posted - 2014.04.02 03:43:00 -
[148] - Quote
CLONE117 wrote:( Skihids: The choices are: Require a multi-player crew Seperate heavy vehicles from infantry so they don't compete directly Place a very low artificial limit on deployment Nerf heavy vehicles to be no different than a suit)
i guess the same could be said for proto suits and modules in pub matches.. since tank versus tank is alot more balanced than drop suit vs drop suit. if it takes 2 players too kill a single player in a proto suit. then shouldnt the proto suit require 2 players to use it?. by this logic gameplay is ridiculously stupid in general. but it might tone down stomp matches.. potentially.
what shall our newberries due?. by all rights and respect to them. their the ones that deserve to cry and whine all they want. they get farmed for kills and warpoints by proto scrubs without a second thought. the new berries invented the murder taxi. they discovered a way to counter a proto suit. and that counter was bitched about endlessly then abused badly later on by the actual scrubs till its removal. come 1.7. our mlt newberries discovered tanks to be the best counter to proto stompers. and all the bitching here is perfect proof of it. and those few paths are dead wrong in general. there are many more paths than u think. no1 seems to have learned them or figured them out by now. except maybe for the ignored few.
It doesn't take two MLT players to take out a proto suit. A MLT scout can do it in many ways, shotgun, RE, etc. Weapons are powerful enough that TTK is short enough to get a kill. Still, there are those who advocate further tiericide. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9186
|
Posted - 2014.04.02 03:45:00 -
[149] - Quote
Skihids wrote:CLONE117 wrote:( Skihids: The choices are: Require a multi-player crew Seperate heavy vehicles from infantry so they don't compete directly Place a very low artificial limit on deployment Nerf heavy vehicles to be no different than a suit)
i guess the same could be said for proto suits and modules in pub matches.. since tank versus tank is alot more balanced than drop suit vs drop suit. if it takes 2 players too kill a single player in a proto suit. then shouldnt the proto suit require 2 players to use it?. by this logic gameplay is ridiculously stupid in general. but it might tone down stomp matches.. potentially.
what shall our newberries due?. by all rights and respect to them. their the ones that deserve to cry and whine all they want. they get farmed for kills and warpoints by proto scrubs without a second thought. the new berries invented the murder taxi. they discovered a way to counter a proto suit. and that counter was bitched about endlessly then abused badly later on by the actual scrubs till its removal. come 1.7. our mlt newberries discovered tanks to be the best counter to proto stompers. and all the bitching here is perfect proof of it. and those few paths are dead wrong in general. there are many more paths than u think. no1 seems to have learned them or figured them out by now. except maybe for the ignored few. It doesn't take two MLT players to take out a proto suit. A MLT scout can do it in many ways, shotgun, RE, etc. Weapons are powerful enough that TTK is short enough to get a kill. Still, there are those who advocate further tiericide.
Dude tanks are an example of Tiericide done wrong...... be careful how you throw that word around.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Benjamin Ciscko
Fatal Absolution Dirt Nap Squad.
1982
|
Posted - 2014.04.02 04:02:00 -
[150] - Quote
They cut the already too low tank TTK in half, Dual hard one damage used to take 8 shots to kill it from a mirror fit now 4 dual DMG single harden used to take 4 now it takes 2. TTK is so short there is no time to react and try and maneuver or use terrain just who shoots first.
I'm a carried scrub!
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