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KingBabar
The Rainbow Effect
2216
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Posted - 2014.04.19 11:00:00 -
[31] - Quote
Jack McReady wrote:KingBabar wrote: and max 700 for logis.
this statement just flushed your credibility down the toilet. logis need HP to be able to support in the frontline. and too reach hp values beyond 700 you gimp your movement speed down to heavy levels.
All of my statements are meant to be silly, just as the OP is silly.
And doesn't the Cal logi still get 588 shields + the 112 base armor giving them 700 HP with no movement penalties? Or pretty close to it?
I could easily fit close to 900 HP on my Cal logui and still be way faster than th fatties,, but that was before 1.8.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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KingBabar
The Rainbow Effect
2216
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Posted - 2014.04.19 11:01:00 -
[32] - Quote
Happy Violentime wrote:KingBabar wrote:Then lets have max 1500 HP on the fatties max 1000 for assaults and max 700 for logis.
Oh and we should limit weapons as well: For primary weapon: Heavis can only use HMG's or Forge Assaults can only use hitscan rifle type weapons Logis can only use MD or any sidearm they want Scouts can use shotguns, Nova knives or any sidearm.
And I could go on and on, equioment limitations, speed limitations, no med suits with dampeners and so on.
So why should we not make all the suits pre fitted so that everything will be "balanced" from the DEV side?
Freedom of choice and the ability to make insane combos like a Minni Fatty with KinKats or a Cal Logi with cloak and dampeners....
Any sort of restictions such as these will only diminsh the game, go and play KZ4 and you'll know what I mean. When I tried it I said to my friend: "OK, OK I know what I wanna do, I want that clas with this weapon and such and such as sidear and a nade, how do I set it up?" - He said: "You can't do that, with this class yu can only choose between those 4 guns, for the AR you want to use you have to use the assault class."
My responce was actually: "Thats just stupid! His friend can carry an AR but my dude can't? Well screw this game, lets watch a movie..."
The morale is: Be very careful when you wish to limit a class and the possibility to set it up however people want, if you have a big issue with scouts having 700+ HP it tells me a lot about you as a player....
Edit: And how can a scout have more HP then the assault suits? Bad at math??? LOL Babar..... Really??? lol You know why classes are locked down in other games? It's called balance - but **** it dude Im with you and i want a HMG on my Cal scout so **** balance. And FYI I have no issue with scout HP,slot layout or cloaking - all fine as far as I'm concerned.
Remove the HMG push back effect and give it a movement/turn rate penalty and I see no problems with it...
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Horizen Kenpachi
Forsaken Immortals Top Men.
338
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Posted - 2014.04.19 11:02:00 -
[33] - Quote
In that case hvys speed should be capped a logis dps should be capped see where this is going so i say no
Hit me with your nerf bat.
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Canari Elphus
Dirt Nap Squad.
1450
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Posted - 2014.04.19 11:42:00 -
[34] - Quote
I wish people would find solutions other than just trying to limit other playstyles. The reason that this even comes up is because the assault class has some of the worst bonuses in the game.
Complaining about brick EHP is just being a spreadsheet warrior.
Canari Elphus for CPM1
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Galvan Nized
Deep Space Republic
901
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Posted - 2014.04.19 12:09:00 -
[35] - Quote
Alena Ventrallis wrote:Scouts should simply suffer higher penalties for stacking health mods. armor plates give 5%/7%/10% speed reduction, for example. Heavies, being built for tanking, suffer smaller reductions. 1%/2%/3% speed reduction on plates, as an example.
And heavies should get penalized for using Kin Cats? I mean they aren't supposed to be fast. Maybe Logis should be penalized if they run any mods except equipment.
Scouts already are hit hardest proportionally by plates, just like heavies gain the least when they run Kin Cats.
If people feel the tanked scout is better than the assault, that's an assault problem (a tanked scout will never have more hp than a tanked assault.) Assaults need a role on the battlefield, not just a straight buff or nerfing of everything else but a ROLE. |
major faux-pas
Irish Assassins
108
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Posted - 2014.04.19 12:30:00 -
[36] - Quote
As above "I wish people would find solutions other than just trying to limit other playstyles. The reason that this even comes up is because the assault class has some of the worst bonuses in the game. "
The OP scouts you tend to come across have a cloak that simply lasts too long [yes I have level 5, and yes I think 'on' time should be cut by about 50%].
Don't know how they got this so wrong, but stop complaining about all aspects scouty. 'Real' scouts have had it tough now for about 1 year. |
Garrett Blacknova
Codex Troopers
5176
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Posted - 2014.04.19 13:20:00 -
[37] - Quote
Galvan Nized wrote:Scouts already are hit hardest proportionally by plates, just like heavies gain the least when they run Kin Cats. Actually, all are hit equally proportionally, Scouts are hit hardest on the raw speed values.
I know that was what you meant, just pointing out that you would have been correct without using the word "proportionately" and adding it there reversed the meaning.
And as I already said, no, Scouts don't need a hard cap on HP or any additional limitations on their use of HP modules. What they DO need is for Assaults to get a buff - preferably in the form of increased slots and PG/CPU. Logis could do with more HP and less module slots so they're more about support and equipment than being the adaptable frontline combat suits that Assaults are meant to be. |
DEZKA DIABLO
THE FOOTCLAN
661
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Posted - 2014.04.19 13:34:00 -
[38] - Quote
JARREL THOMAS wrote:Scouts having restrictions to anything while tanking doesn't matter because there interfering with the assault suit and they also have faster strafe at a rediculus speed......
I could keep going but they shouldn't be a flaylock please dont CCP no more flaylocks.Just give a cap to hp so there aren't scouts with 700-900 hp running around. You don't fix what's something that's broke by breaking what's not broke, assaults are broke not scouts, and you could always stack that much HP , scouts only got 1 new slot, and it was a shield slot except the minmatar, and most real scouts from before 1.8, never bricked like that except ronner.
The assault players do this, fix assault and they will leave. And by no means is this a faylock moment as long as you play like your actually in war and don't lose your squad!
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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Toby Flenderson
research lab
513
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Posted - 2014.04.19 13:35:00 -
[39] - Quote
JARREL THOMAS wrote:Viktor Hadah Jr wrote:People want to many restrictions.... I only agree with 3 restrictions the decloak should put the cloak in cooldown like all other mods and equipment, you should have a decloak delay with shooting weapons. And my cap idea. It's a really bad idea. May as well cap logis too at 400-500 and make heavies require at least 1000 |
Bethhy
Ancient Exiles. Dirt Nap Squad.
1801
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Posted - 2014.04.19 13:41:00 -
[40] - Quote
JARREL THOMAS wrote:Rusty Shallows wrote:My ADV Logi only has under 700 hit-points. A new Logi Bro I squadded with tonight had about 400 total. He was getting frustrated. ^ Scouts should have at most 400 total hp not more than med You dont see normally assaults with more hp than a heavy . So why should scouts have more than us especially assaults.
If you are dieing to a scout with alot of health your doing it wrong.
If you brick tank a scout and brick tank an assault suit.... You can't honestly believe The scout suit will have more health points. ???
So if you take a Brick tanked Gallente Scout Versus a Brick Tanked Gallente Assault in an open field 1vs1... Who would win? The scout only has scanning and cloaking option for their benefit... Where the Assault has Proto weapon fitting bonus, Indirect Weapon damage buffs... and more health.
The Assault should win everytime...
Brick tanked scouts are and should be the LAST of anyone's concerns... they don't work well... And have hard counters all over DUST.
People who have this opinion for the most part just haven't or don't play scout. Because the opinion matched up with reality on the battlefield are like Night and Day. |
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Nothing Certain
Bioshock Rejects
501
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Posted - 2014.04.19 13:49:00 -
[41] - Quote
JARREL THOMAS wrote:Scouts having restrictions to anything while tanking doesn't matter because there interfering with the assault suit and they also have faster strafe at a rediculus speed......
I could keep going but they shouldn't be a flaylock please dont CCP no more flaylocks.Just give a cap to hp so there aren't scouts with 700-900 hp running around.
No, but movement penalty for armor should be relative to the amount the suit comes with or armor plates could be percentage based themselves. When a scout doubles their armor it should slow them down more than a heavy who only increases it by 20%, yet now they both get the same movement penalty.
Because, that's why.
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DEZKA DIABLO
THE FOOTCLAN
661
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Posted - 2014.04.19 13:52:00 -
[42] - Quote
JARREL THOMAS wrote:Smooth Assassin wrote:A 10% more movement penalty to armor is possibly needed, we don't want to limit the customization which is key to the game. You know what **** it. Lets do his idea. Lol Good! I run shields and speed anyway!
My remotes got NERFED cuz you whine like a B!+Gé¼[-]!
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Atiim
Heaven's Lost Property Dirt Nap Squad.
6913
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Posted - 2014.04.19 14:20:00 -
[43] - Quote
Eruditus 920 wrote: No. Simply no. You will not dictate how other people play..
And yet people felt entitled to say this to Logistics players?
LOL
Proud member of D!ck Nibbler Squad [DNS]
-HAND
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Banjo Robertson
Bullet Cluster Lokun Listamenn
166
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Posted - 2014.04.19 14:32:00 -
[44] - Quote
JARREL THOMAS wrote:Scouts having restrictions to anything while tanking doesn't matter because there interfering with the assault suit and they also have faster strafe at a rediculus speed......
I could keep going but they shouldn't be a flaylock please dont CCP no more flaylocks.Just give a cap to hp so there aren't scouts with 700-900 hp running around.
My idea in the features and ideas section of the forum is for % based armor plates insteaad of set HP based armor plates, also for shields as well, this solves the problem without setting an arbitraty restriction. |
Zahle Undt
Bullet Cluster Lokun Listamenn
1400
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Posted - 2014.04.19 14:36:00 -
[45] - Quote
JARREL THOMAS wrote:Izlare Lenix wrote:Logis shouldn't have had triple damage mods with 1,000 ehp and the ability to 360 scan everyone, but we dealt with that **** for months and months.
Scouts like any suit should be fit however the player wants to fit his suit. Just like how so many players took a logi suit and turned them into better assault suits before. You don't have the right to dictate how other players should fit their suits.
Also, a scout that brick tanks is normally not a good scout and will get eaten alive by most true scouts. I know my 400 hp cal scout frequently melts these brick tanked wannabe assault scouts.
TL;DR: Quit your biching. I doesn't matter if your killing them its the fact that the assaults are being out hp'd by scouts SCOUTS Then ask for an assault buff instead of trying to restrict others. Our how about e call the class light assault, can we be on the front lines killing then oh great authority pin what Dust should and shouldn't be?
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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