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TheD1CK
Dead Man's Game
1007
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Posted - 2014.04.03 19:24:00 -
[1] - Quote
The rep rates are insane they can receive DMG, retreat, rep and return fire way too fast Giving infantry AV no hope of combating them and since range nerf to LRT, they only counter is failing Without Large Rails being able to track them at range they escape most situations at ease BAMM Havoc warned the player-base what would happen if the LRT was nerfed and it's upon us
Will this be getting looked at by CCP ?? Swarms are laughable and the new Forge glitch doesn't help
'D1CK by name'
'D1CK by nature'
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1279
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Posted - 2014.04.03 21:19:00 -
[2] - Quote
Forges are fine, it's just the bug. You can't buff things based on a bug.
Swarms are a lot more effective now than they were (they did something with the damage profile, idk what exactly).
My first match into 1.8 I killed 3 ADSs through their hardeners in two shots with a rail gun from outside the redline.
Heck, I killed 2 in one match with a large missile turret.
Adapt or die.
Me in my ADS: 1,2
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
43
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Posted - 2014.04.03 21:54:00 -
[3] - Quote
Vulpes Dolosus wrote:Forges are fine, it's just the bug. You can't buff things based on a bug.
Swarms are a lot more effective now than they were (they did something with the damage profile, idk what exactly).
My first match into 1.8 I killed 3 ADSs through their hardeners in two shots with a rail gun from outside the redline.
Heck, I killed 2 in one match with a large missile turret.
Adapt or die.
I agree 100% |
CLONE117
True Pros Forever
743
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Posted - 2014.04.03 21:55:00 -
[4] - Quote
(well i was driving my 512.5 hps rep maddy in a match one day.. 5-6 nyain spam assault dropships were out on my city objective slaughtering my team. i used my blaster turret a pinged most of them as they were flying low to the ground. they ran away at the first sign of damage then came chasing me around the map like typical scrubs desperate for kills and wps.
some of them nearly crashed into the buildings i drove under. it wasnt until later a random blueberry rail sica came along and popped most of them which were chasing me. managed to kill 1 of them my self. the last one survived but tried to go after the sica which i warded off with blaster fire.)
its not impossible to kill them. u just need to use something to distract them. and since they missed 90% of the time on my moving tank it was rather funny to watch so many chase me.
this also took place on the oceania server |
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
43
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Posted - 2014.04.03 22:02:00 -
[5] - Quote
If infantry blueberry pulled out swarms the time you did damage them you had killed 1-2.
The game rewards team play !!! Solo HAVs or ADSs are easy targets for a organized squad. |
TheD1CK
Dead Man's Game
1008
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Posted - 2014.04.03 22:19:00 -
[6] - Quote
The point is, it's getting easier to deal with HAV spam than ADS spam That shouldn't be the case when considering the HAV should be the tougher opponent
'D1CK by name'
'D1CK by nature'
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Telleth
Molon Labe. General Tso's Alliance
172
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Posted - 2014.04.04 01:46:00 -
[7] - Quote
I've figured it out. Give LRT's a narrow optimal band, like a laser rifle. My first thought would be 300m-350m being 100% effective, and then dialing it back the further from that band. around 400m or so be effective for ADS popping, but not the insta pop it can be now. As far as whether to keep it at 100% at ranges less than 300m could be a matter of opinion. If you see it as it should be an effective CQC if you can keep the bead on them. Having it not do 100% damage at less than 300m might also encroach on the Large Laser Turret (if that ever comes out).
Make it a falloff, not a hard limit. |
Alena Ventrallis
PAND3M0N1UM Lokun Listamenn
1117
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Posted - 2014.04.04 02:36:00 -
[8] - Quote
Telleth wrote:I've figured it out. Give LRT's a narrow optimal band, like a laser rifle. My first thought would be 300m-350m being 100% effective, and then dialing it back the further from that band. around 400m or so be effective for ADS popping, but not the insta pop it can be now. As far as whether to keep it at 100% at ranges less than 300m could be a matter of opinion. If you see it as it should be an effective CQC if you can keep the bead on them. Having it not do 100% damage at less than 300m might also encroach on the Large Laser Turret (if that ever comes out).
Make it a falloff, not a hard limit. It's dumb on the laser rifle, even dumber on the railgun.
Railguns need a 500m range, and reduce their ability to look up. MAke it so they can hit the dropship if they stay far away like they are supposed to.
Best PVE idea I've seen.
Fixed link.
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Garth Mandra
The Southern Legion League of Infamy
370
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Posted - 2014.04.04 03:06:00 -
[9] - Quote
Alena Ventrallis wrote:Telleth wrote:I've figured it out. Give LRT's a narrow optimal band, like a laser rifle. My first thought would be 300m-350m being 100% effective, and then dialing it back the further from that band. around 400m or so be effective for ADS popping, but not the insta pop it can be now. As far as whether to keep it at 100% at ranges less than 300m could be a matter of opinion. If you see it as it should be an effective CQC if you can keep the bead on them. Having it not do 100% damage at less than 300m might also encroach on the Large Laser Turret (if that ever comes out).
Make it a falloff, not a hard limit. It's dumb on the laser rifle, even dumber on the railgun. Railguns need a 500m range, and reduce their ability to look up. MAke it so they can hit the dropship if they stay far away like they are supposed to.
First you need to fix the redline. |
Dauth Jenkins
Ultramarine Corp
398
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Posted - 2014.04.04 04:55:00 -
[10] - Quote
Missile tanks shred dropships like crazy. I think I was taken out by 3 missiles the other day from a proto large missile tank
-Sincerely
--The Dual Swarm Commando
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
46
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Posted - 2014.04.04 14:08:00 -
[11] - Quote
HAVs are stronger then ADS. But most ppl using them like a godmode for soloruns. You see HAVs all over the map far behind the frontline. No tactical use. If you run a HAV you should stay close to your squad provide them cover and superior firepower. The squad on the other hand can suport the HAV with AV weapons. Thats how a HAV helps the frontline to move for advantege of his team. Never forget the game rewards teamplayers and punishe soloplayers! |
Harpyja
Molon Labe. General Tso's Alliance
1493
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Posted - 2014.04.04 18:03:00 -
[12] - Quote
Vulpes Dolosus wrote:Forges are fine, it's just the bug. You can't buff things based on a bug.
Swarms are a lot more effective now than they were (they did something with the damage profile, idk what exactly).
My first match into 1.8 I killed 3 ADSs through their hardeners in two shots with a rail gun from outside the redline.
Heck, I killed 2 in one match with a large missile turret.
Adapt or die. +1
Also, I always feel like a pro whenever I bring down a dropship with my missiles. I can only imagine what it looks like from the side when a barrage of missiles gets unloaded and each and every one of them connects with the moving dropship.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1493
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Posted - 2014.04.04 18:07:00 -
[13] - Quote
Telleth wrote:I've figured it out. Give LRT's a narrow optimal band, like a laser rifle. My first thought would be 300m-350m being 100% effective, and then dialing it back the further from that band. around 400m or so be effective for ADS popping, but not the insta pop it can be now. As far as whether to keep it at 100% at ranges less than 300m could be a matter of opinion. If you see it as it should be an effective CQC if you can keep the bead on them. Having it not do 100% damage at less than 300m might also encroach on the Large Laser Turret (if that ever comes out).
Make it a falloff, not a hard limit. Exactly what I've been thinking. At this point I just want large railguns to be ineffective at CQC. Make their damage drop to 30% at 50 meters sounds good to me, starting at a 50% damage at 100 meters and 100% damage at 200+
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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LittleCuteBunny
396
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Posted - 2014.04.04 19:06:00 -
[14] - Quote
Telleth wrote:I've figured it out. Give LRT's a narrow optimal band, like a laser rifle. My first thought would be 300m-350m being 100% effective, and then dialing it back the further from that band. around 400m or so be effective for ADS popping, but not the insta pop it can be now. As far as whether to keep it at 100% at ranges less than 300m could be a matter of opinion. If you see it as it should be an effective CQC if you can keep the bead on them. Having it not do 100% damage at less than 300m might also encroach on the Large Laser Turret (if that ever comes out).
Make it a falloff, not a hard limit.
The laser is probably one of the worst weapons, what you are proposing is similar to use a laser rifle in a dropsuit with no sidearm capabilities, plus we all know how that fail went...
Retired.
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CLONE117
True Pros Forever
750
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Posted - 2014.04.04 22:00:00 -
[15] - Quote
in any case ive found the best anti dropship method. its called a mlt derpship with after burner.
u only need to steer it into the enemy ship and let collision damage handle the rest
and if they jump out make sure u jump out as well with an hmg.
mlt vets are eternal. they shall be the bane to proto scrubs everywhere...
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