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Glyd Path
Nec Tributis
122
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Posted - 2014.06.18 13:55:00 -
[1] - Quote
Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on.
Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret.
As for armor, the best fit is not triple damage mods. Which I didn't used to run.
Time to play a real game, no need to get kicked around in the dust.
Nobody at CCP cares because we ain't Legionnaires.
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BL4CKST4R
Villore Sec Ops Gallente Federation
2789
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Posted - 2014.06.18 14:13:00 -
[2] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust.
He has fixed more in a month than CCP has in 1 year.
supercalifragilisticexpialidocious
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3500
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Posted - 2014.06.18 14:13:00 -
[3] - Quote
BL4CKST4R wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. He has fixed more in a month than CCP has in 1 year.
Sad but true!
(The godfather of tactical logistics)
Quitting cold turkey was impossible. The forum patch is helping me kick the habit
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Dj grammer
Red Star. EoN.
260
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Posted - 2014.06.18 14:15:00 -
[4] - Quote
If you knew that tanks were due for a neft why not prepare for it?
why ccp?
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Malkai Inos
Any Given Day
1371
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Posted - 2014.06.18 14:15:00 -
[5] - Quote
*Rattati theme:
They see me fixin', they hatin'
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Onesimus Tarsus
Holdfast Syndicate Amarr Empire
2135
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Posted - 2014.06.18 14:16:00 -
[6] - Quote
John Demonsbane wrote:BL4CKST4R wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. He has fixed more in a month than CCP has in 1 year. Sad but true! ...but sad.
K/D(r) WP/D(r) matchmaking fixes the whole game. Period.
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calisk galern
BurgezzE.T.F General Tso's Alliance
2570
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Posted - 2014.06.18 14:19:00 -
[7] - Quote
it sounds like he's talking about tanks, and the goal of slowing down tank vs tank combat.
I'd love for tanks to be useless, then I could stop being required to use them to remove tanks from the field.
if I try to be biased towards the change I think the rail nerf was a little in poor tastes mostly because a change designed to improve tank versus tank combat at it's core did not in any way improve the fun involved in fighting tank vs tank, nor did it open up any new builds for tanks, if anything it made more mods less viable
in essence all it should result in is drop ships becoming better, since rails won't very easily be able to remove them. it will also buff red line rails since prior to this change the only viable way to remove them was to two shot them before they could retreat into cover, that should now be impossible so they will likely always get into cover. |
Lorhak Gannarsein
Legio DXIV
3603
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Posted - 2014.06.18 14:23:00 -
[8] - Quote
Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1209
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Posted - 2014.06.18 14:24:00 -
[9] - Quote
er...Glyd Path....who are you?
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
< < < Logi mk.0 - Commando gk.0 - Scout gk.0 - Sentinal ck.0
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calisk galern
BurgezzE.T.F General Tso's Alliance
2570
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Posted - 2014.06.18 14:25:00 -
[10] - Quote
Lorhak Gannarsein wrote:Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable.
hardeners have been worthless for quite a long time now, especially when fighting rail tanks |
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1307
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Posted - 2014.06.18 14:27:00 -
[11] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust.
While I've never been a big fan of the "nerf it all at once" mentality CCP has (See Swarm Launcher Range and Damage nerf in the same go) I think this was called for.
What tanks do you see normally? Because all I see are Railgun tanks.
What do you see when you look at them? I always see a warning that they have a damage amp activated (okay, maybe not always).
In PC (from my limited experiece), the only viable tank is the Railgun tank (maybe a Missile if you're very good with them, but, that's a conversation for another day (Shotgun-reload for Missiles)).
They could do too much, especially with the blanket damage amps.
As to the boo-hoo 4 shots to kill a rail gun turret, thank (whatever you believe in, be it the Devil, God, Vishnu or a chip that looks like a smiley face). Turrets were a non-factor, and will continue to be. You have to take one extra shot to get that 100WP now, tough sh*t.
I think I'm over Dust now...
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1210
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Posted - 2014.06.18 14:48:00 -
[12] - Quote
I can nearly 2 shot turrets with my PLC..no joke
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
< < < Logi mk.0 - Commando gk.0 - Scout gk.0 - Sentinal ck.0
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calisk galern
BurgezzE.T.F General Tso's Alliance
2571
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Posted - 2014.06.18 14:54:00 -
[13] - Quote
ResistanceGTA wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. While I've never been a big fan of the "nerf it all at once" mentality CCP has (See Swarm Launcher Range and Damage nerf in the same go) I think this was called for. What tanks do you see normally? Because all I see are Railgun tanks. What do you see when you look at them? I always see a warning that they have a damage amp activated (okay, maybe not always). In PC (from my limited experiece), the only viable tank is the Railgun tank (maybe a Missile if you're very good with them, but, that's a conversation for another day (Shotgun-reload for Missiles)). They could do too much, especially with the blanket damage amps. As to the boo-hoo 4 shots to kill a rail gun turret, thank (whatever you believe in, be it the Devil, God, Vishnu or a chip that looks like a smiley face). Turrets were a non-factor, and will continue to be. You have to take one extra shot to get that 100WP now, tough sh*t.
the turrets would suffer from the same nerf they will be doing less damage as well.
they will be more useless now then they were before.
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Soraya Xel
Abandoned Privilege Top Men.
2725
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Posted - 2014.06.18 14:55:00 -
[14] - Quote
LOL tankers crying when nerfed. Please QQ more.
Cheers to Rattati.
I'd like to be your CPM1 candidate
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Arkena Wyrnspire
Fatal Absolution
14617
|
Posted - 2014.06.18 14:57:00 -
[15] - Quote
Sum1ne Else wrote:I can nearly 2 shot turrets with my PLC..no joke
I believe the operative word here is 'nearly'.
You have long since made your choice. What you make now is a mistake.
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Harpyja
Molon Labe. General Tso's Alliance
1869
|
Posted - 2014.06.18 14:57:00 -
[16] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. QQ, I'm not sorry you can't 2-3 shot vehicles anymore, please, QQ some more
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1311
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Posted - 2014.06.18 14:59:00 -
[17] - Quote
calisk galern wrote:ResistanceGTA wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. While I've never been a big fan of the "nerf it all at once" mentality CCP has (See Swarm Launcher Range and Damage nerf in the same go) I think this was called for. What tanks do you see normally? Because all I see are Railgun tanks. What do you see when you look at them? I always see a warning that they have a damage amp activated (okay, maybe not always). In PC (from my limited experiece), the only viable tank is the Railgun tank (maybe a Missile if you're very good with them, but, that's a conversation for another day (Shotgun-reload for Missiles)). They could do too much, especially with the blanket damage amps. As to the boo-hoo 4 shots to kill a rail gun turret, thank (whatever you believe in, be it the Devil, God, Vishnu or a chip that looks like a smiley face). Turrets were a non-factor, and will continue to be. You have to take one extra shot to get that 100WP now, tough sh*t. the turrets would suffer from the same nerf they will be doing less damage as well. they will be more useless now then they were before.
But stationary turrets aren't useless, they can be beyond helpful if used correctly, in particular hacking one at the opportune time.
I think I'm over Dust now...
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calisk galern
BurgezzE.T.F General Tso's Alliance
2571
|
Posted - 2014.06.18 15:04:00 -
[18] - Quote
ResistanceGTA wrote:calisk galern wrote:ResistanceGTA wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. While I've never been a big fan of the "nerf it all at once" mentality CCP has (See Swarm Launcher Range and Damage nerf in the same go) I think this was called for. What tanks do you see normally? Because all I see are Railgun tanks. What do you see when you look at them? I always see a warning that they have a damage amp activated (okay, maybe not always). In PC (from my limited experiece), the only viable tank is the Railgun tank (maybe a Missile if you're very good with them, but, that's a conversation for another day (Shotgun-reload for Missiles)). They could do too much, especially with the blanket damage amps. As to the boo-hoo 4 shots to kill a rail gun turret, thank (whatever you believe in, be it the Devil, God, Vishnu or a chip that looks like a smiley face). Turrets were a non-factor, and will continue to be. You have to take one extra shot to get that 100WP now, tough sh*t. the turrets would suffer from the same nerf they will be doing less damage as well. they will be more useless now then they were before. But stationary turrets aren't useless, they can be beyond helpful if used correctly, in particular hacking one at the opportune time.
indeed they can and thus tanks will still blow them up exactly as before, since it takes tanks 4 shots to kill one you can expect the turret to take 5 or 6 to kill a tank. |
Heimdallr69
Nyain San
2581
|
Posted - 2014.06.18 15:28:00 -
[19] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. Yeah cuz 2 shotting a 600k maddy with a 60k sica was okay. I actually like him a lot I hope he works on legion too.
Removed inappropriate content - CCP Logibro
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Egonz4
346
|
Posted - 2014.06.18 15:42:00 -
[20] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. All those changes sound great...so if your mad that that the games getting more balanced then......well seeya
self proclaimed - Master of The Flaylock
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Scheneighnay McBob
Cult of Gasai
5323
|
Posted - 2014.06.18 16:09:00 -
[21] - Quote
Highest range should have the lowest damage.
péñpâ¦pé+pâìpââpâêpü«tÄﵺÿpüïpéÅpüäpüä
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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calisk galern
BurgezzE.T.F General Tso's Alliance
2571
|
Posted - 2014.06.18 16:11:00 -
[22] - Quote
Scheneighnay McBob wrote:Highest range should have the lowest damage.
physics disagree. |
Lorhak Gannarsein
Legio DXIV
3616
|
Posted - 2014.06.18 16:12:00 -
[23] - Quote
calisk galern wrote:Lorhak Gannarsein wrote:Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable. hardeners have been worthless for quite a long time now, especially when fighting rail tanks
I'll be using two now.
i.e. I strongly disagree.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
273
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Posted - 2014.06.18 16:13:00 -
[24] - Quote
lol.
the invincible tank sniper that 3-shots Bolas's has been nerfed
how sad. very QQ
It's a miracle... I'm tearing heavies apart with my GEK again... tears form in my eyes
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Delta 749
Kestrel Reconnaissance
3038
|
Posted - 2014.06.18 16:14:00 -
[25] - Quote
Do tankers ever stop whining? First its waaaaaah AV is killing me, then its waaaaaah after you nerfed them AV is killing us by ramming jeeps into us, then its waaaaaaaaah we are invulnerable to nearly everything but other tanks are killing us, and now its waaaaaaaaaah my rail gun was nerfed and it takes me to long to kill things |
Iron Wolf Saber
Den of Swords
15506
|
Posted - 2014.06.18 16:14:00 -
[26] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust.
Learn to manage your gun like how people learn to manage their scrambler rifles; at least you don't have to effing reload to kill a tank.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Lady MDK
Kameira Lodge Amarr Empire
94
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Posted - 2014.06.18 16:18:00 -
[27] - Quote
calisk galern wrote:Scheneighnay McBob wrote:Highest range should have the lowest damage. physics disagree.
This is a game not real life..... Balance and gameplay should come before realism.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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calisk galern
BurgezzE.T.F General Tso's Alliance
2572
|
Posted - 2014.06.18 16:41:00 -
[28] - Quote
Lady MDK wrote:calisk galern wrote:Scheneighnay McBob wrote:Highest range should have the lowest damage. physics disagree. This is a game not real life..... Balance and gameplay should come before realism.
games disagree as well.
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Arcturis Vanguard
Red Star. EoN.
132
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Posted - 2014.06.18 16:42:00 -
[29] - Quote
Lady MDK wrote:calisk galern wrote:Scheneighnay McBob wrote:Highest range should have the lowest damage. physics disagree. This is a game not real life..... Balance and gameplay should come before realism.
So then rail rifles should have a massive decrease in damage since they are one of the longest ranged rifles in game? Not trying to change the subject...
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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calisk galern
BurgezzE.T.F General Tso's Alliance
2572
|
Posted - 2014.06.18 16:42:00 -
[30] - Quote
Lorhak Gannarsein wrote:calisk galern wrote:Lorhak Gannarsein wrote:Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable. hardeners have been worthless for quite a long time now, especially when fighting rail tanks I'll be using two now. i.e. I strongly disagree.
not sure f they will be useless now that rails were nerfed, one of the reasons they were useless before was that hardeners did not increase survivability against other rail tanks in any significant way, not worth running them over other mods anyway. |
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CRNWLLC
Seykal Expeditionary Group Minmatar Republic
315
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Posted - 2014.06.18 16:50:00 -
[31] - Quote
The only thing I'm still annoyed about is cloaks. Those things are crutches for hutches. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
275
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Posted - 2014.06.18 16:52:00 -
[32] - Quote
Arcturis Vanguard wrote:So then rail rifles should have a massive decrease in damage since they are one of the longest ranged rifles in game? Not trying to change the subject...
You're perceptive.
They already got a damage decrease. When 1.8 dropped.
Heavy turning speed should NOT be changed, we already get slaughtered by basic/adv scouts in our proto, dancing round us
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1009
|
Posted - 2014.06.18 17:34:00 -
[33] - Quote
Dj grammer wrote:If you knew that tanks were due for a neft why not prepare for it?
Because over doing it doesn't "FIX" anything. The railgun was OP yes, but only when used in conjunction with damage mods. Other wise, while it could have used a change to the damage to bring it more inline with the other turret types, it doesn't need to be changed in such the big way that it was.
Then there is the issue that damage mods don't have a stacking penalty, really clouding the reality of what was wrong. Meaning there was no draw back to "stacking" multiple damage mods to amplify your damage to levels of the 2 shot.
Then we have reps becoming VERY weak. Basically a complex will provide the same healing as a a basic now. This means stacking multiple reps is far less beneficial in lou of the other options. Which would be, a plate OR a hardener. But let's just consider for a moment the hardener.
At 25% the damn thing is nearly useless as far as providing enough resistances to cut damage from most sources. Or you could stack plates for a large boost of HP, but then you run into issues of PG/CPU, typically limiting you to to caving in and popping a PG upgrade or dropping your utility mods from the tank. And unlike a shield tank, a armor tank NEEDS those reps to maintain their tank, as armor doesn't magically recharge on it's own. Meaning there would be one option, a rep, that CAN'T be left off if you want a fit that will survive more than one engagement.
So you either stack plates (if possible) or hardeners and opt for just a single rep. Or you double rep, and drop a plate on to help mitigate damage. It's already rough actually fitting a maddie, even WITH PROF SKILLS. In my opinion, triple reps WERE NOT OP, except to forms of infantry AV. And that I though could be fixed with a change to how often they provide healing rather than a straight nerf to healing amount across the board.
And what about putting on turrets for a maddie, imagine how ****** the tank would be just to add a few gunners on a maddie that drops in just a few shots as it WILL be lacking in any defenses to accomplish that feat.
You know, it just doesn't make a whole world of sense. People want things to be FIXED so badly, they neglect to even address the real problems associated with them. Tanks are OP, but not all tanks are the same, and addressing them like they are isn't going to fix anything.
The gunnlogi is king atm and WILL REMAIN SO with the proposed changes. As it has the easiest time fitting anything it wants, and armor tanking at the same time.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1009
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Posted - 2014.06.18 17:35:00 -
[34] - Quote
calisk galern wrote:Lorhak Gannarsein wrote:calisk galern wrote:Lorhak Gannarsein wrote:Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable. hardeners have been worthless for quite a long time now, especially when fighting rail tanks I'll be using two now. i.e. I strongly disagree. not sure f they will be useless now that rails were nerfed, one of the reasons they were useless before was that hardeners did not increase survivability against other rail tanks in any significant way, not worth running them over other mods anyway.
interesting point
Tanks - Balancing Turrets
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calisk galern
BurgezzE.T.F General Tso's Alliance
2573
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Posted - 2014.06.18 17:36:00 -
[35] - Quote
Tebu Gan wrote:Dj grammer wrote:If you knew that tanks were due for a neft why not prepare for it? Because over doing it doesn't "FIX" anything. The railgun was OP yes, but only when used in conjunction with damage mods. Other wise, while it could have used a change to the damage to bring it more inline with the other turret types, it doesn't need to be changed in such the big way that it was. Then there is the issue that damage mods don't have a stacking penalty, really clouding the reality of what was wrong. Meaning there was no draw back to "stacking" multiple damage mods to amplify your damage to levels of the 2 shot. Then we have reps becoming VERY weak. Basically a complex will provide the same healing as a a basic now. This means stacking multiple reps is far less beneficial in lou of the other options. Which would be, a plate OR a hardener. But let's just consider for a moment the hardener. At 25% the damn thing is nearly useless as far as providing enough resistances to cut damage from most sources. Or you could stack plates for a large boost of HP, but then you run into issues of PG/CPU, typically limiting you to to caving in and popping a PG upgrade or dropping your utility mods from the tank. And unlike a shield tank, a armor tank NEEDS those reps to maintain their tank, as armor doesn't magically recharge on it's own. Meaning there would be one option, a rep, that CAN'T be left off if you want a fit that will survive more than one engagement. So you either stack plates (if possible) or hardeners and opt for just a single rep. Or you double rep, and drop a plate on to help mitigate damage. It's already rough actually fitting a maddie, even WITH PROF SKILLS. In my opinion, triple reps WERE NOT OP, except to forms of infantry AV. And that I though could be fixed with a change to how often they provide healing rather than a straight nerf to healing amount across the board. And what about putting on turrets for a maddie, imagine how ****** the tank would be just to add a few gunners on a maddie that drops in just a few shots as it WILL be lacking in any defenses to accomplish that feat. You know, it just doesn't make a whole world of sense. People want things to be FIXED so badly, they neglect to even address the real problems associated with them. Tanks are OP, but not all tanks are the same, and addressing them like they are isn't going to fix anything. The gunnlogi is king atm and WILL REMAIN SO with the proposed changes. As it has the easiest time fitting anything it wants, and armor tanking at the same time.
you don't need reps on an armor tank, it involves a lot of hit and fades to supply depots, or carrying around a repper on your infantry suit, but you don't need reps for armor tanks.
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Eltra Ardell
Goonfeet Special Planetary Emergency Response Group
466
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Posted - 2014.06.18 17:49:00 -
[36] - Quote
Timeline of DUST:
Announcement Closed Beta Open Beta "Launch" Denial Anger Bargaining Continued Incompetence Competence
And it's only now that we've reached Competence that our lovely pubbie friend is angry. Check your Schadenfreude privilege. |
Lady MDK
Kameira Lodge Amarr Empire
95
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Posted - 2014.06.18 19:53:00 -
[37] - Quote
Arcturis Vanguard wrote:Lady MDK wrote:calisk galern wrote:Scheneighnay McBob wrote:Highest range should have the lowest damage. physics disagree. This is a game not real life..... Balance and gameplay should come before realism. So then rail rifles should have a massive decrease in damage since they are one of the longest ranged rifles in game? Not trying to change the subject...
IMO yes.
a long range gun should be able to pick bits out of you until you die full of holes.... but since nothing else can touch them at that range, if a shorter range player plays it smart and can get into the range of their gun the shorter range will have an advantage IF the long range player fails to capitalise on his advantage (which is he can kill you before you can even hit him.... if he plays well).
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1010
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Posted - 2014.06.18 20:34:00 -
[38] - Quote
calisk galern wrote:Tebu Gan wrote:Dj grammer wrote:If you knew that tanks were due for a neft why not prepare for it? Because over doing it doesn't "FIX" anything. The railgun was OP yes, but only when used in conjunction with damage mods. Other wise, while it could have used a change to the damage to bring it more inline with the other turret types, it doesn't need to be changed in such the big way that it was. Then there is the issue that damage mods don't have a stacking penalty, really clouding the reality of what was wrong. Meaning there was no draw back to "stacking" multiple damage mods to amplify your damage to levels of the 2 shot. Then we have reps becoming VERY weak. Basically a complex will provide the same healing as a a basic now. This means stacking multiple reps is far less beneficial in lou of the other options. Which would be, a plate OR a hardener. But let's just consider for a moment the hardener. At 25% the damn thing is nearly useless as far as providing enough resistances to cut damage from most sources. Or you could stack plates for a large boost of HP, but then you run into issues of PG/CPU, typically limiting you to to caving in and popping a PG upgrade or dropping your utility mods from the tank. And unlike a shield tank, a armor tank NEEDS those reps to maintain their tank, as armor doesn't magically recharge on it's own. Meaning there would be one option, a rep, that CAN'T be left off if you want a fit that will survive more than one engagement. So you either stack plates (if possible) or hardeners and opt for just a single rep. Or you double rep, and drop a plate on to help mitigate damage. It's already rough actually fitting a maddie, even WITH PROF SKILLS. In my opinion, triple reps WERE NOT OP, except to forms of infantry AV. And that I though could be fixed with a change to how often they provide healing rather than a straight nerf to healing amount across the board. And what about putting on turrets for a maddie, imagine how ****** the tank would be just to add a few gunners on a maddie that drops in just a few shots as it WILL be lacking in any defenses to accomplish that feat. You know, it just doesn't make a whole world of sense. People want things to be FIXED so badly, they neglect to even address the real problems associated with them. Tanks are OP, but not all tanks are the same, and addressing them like they are isn't going to fix anything. The gunnlogi is king atm and WILL REMAIN SO with the proposed changes. As it has the easiest time fitting anything it wants, and armor tanking at the same time. you don't need reps on an armor tank, it involves a lot of hit and fades to supply depots, or carrying around a repper on your infantry suit, but you don't need reps for armor tanks.
While true you may not think you don't NEED a repper, but a repper does play a very large part into damage mitigation. And what happens when you come into a situation where a static variable, IE plates coupled with a hardener. Either you outlast your opponent by the sheer amount of HP or you fall and crumble, gambling on speed or that you come against a lesser tanker.
Using a rep gives you valuable damage mitigation, IN BATTLE, and is far superior in my eyes when it comes to maddies. A repper maddie can use cover, terrain, ect, to rep back lost HP where any tanker that chooses not to use one is what I would call "A one hit wonder". Tough, I'll give them that, but unable to stand up to repeated engagement.
My mantra before 1.6 hit was always about this damage mitigation, a combination of your healing power, your tank (HP), and resistances. Stacking one or the other doesn't make for a very versatile, or in my opinion, strong tank.
Tanks - Balancing Turrets
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Harpyja
Molon Labe. General Tso's Alliance
1873
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Posted - 2014.06.18 20:48:00 -
[39] - Quote
Tebu Gan wrote:While true you may not think you don't NEED a repper, but a repper does play a very large part into damage mitigation. And what happens when you come into a situation where a static variable, IE plates coupled with a hardener. Either you outlast your opponent by the sheer amount of HP or you fall and crumble, gambling on speed or that you come against a lesser tanker.
Using a rep gives you valuable damage mitigation, IN BATTLE, and is far superior in my eyes when it comes to maddies. A repper maddie can use cover, terrain, ect, to rep back lost HP where any tanker that chooses not to use one is what I would call "A one hit wonder". Tough, I'll give them that, but unable to stand up to repeated engagement.
My mantra before 1.6 hit was always about this damage mitigation, a combination of your healing power, your tank (HP), and resistances. Stacking one or the other doesn't make for a very versatile, or in my opinion, strong tank. I don't think that that's the point of armor reps. The damage mitigation of armor relies on having eHP rather than regeneration. The purpose of armor reps, as I see them currently, is to provide a slow but steady trickle of armor that allows recovery between engagements. eHP takes the blunt of the damage during an engagement and when it's over, either in victory or a stalemate, then the armor rep regenerates that lost eHP.
Shield should rely on regeneration for damage mitigation, but that's for a whole different topic.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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