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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
Cheydinhal Guard
Abandoned Privilege Top Men.
124
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Posted - 2014.07.10 00:42:00 -
[1] - Quote
I agree with Kagehoshi. I reeeally don't think it's a good idea for the amarr scout to get the precision bonus. As was stated, many people skilled into the CalScout for the precision bonus. As a Calscout, you have to sacrifice some tank to fit presision enhancers, which is fair. The GalScout also has to sacrifice tank for damps. The Amarr scout on the other hand would be able to fit two complex precision enhancers without any sacrifice. That leaves its low slots open for many options. Many smart players would take advantage of this and fill them up with damps. We would have a scout is almost as unscannable as the GalScout that can also see scan everything on the battlefield. I can practically already see the forum QQ now.
I also don't see the point in a "slight" speed nerf for all logis. We are already slow enough.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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Cheydinhal Guard
Abandoned Privilege Top Men.
127
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Posted - 2014.07.14 06:06:00 -
[2] - Quote
Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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Cheydinhal Guard
Abandoned Privilege Top Men.
128
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Posted - 2014.07.15 00:29:00 -
[3] - Quote
Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him. Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apar any medium suit. And is essen7ally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip.
The cloak doesn't make you invisible. On top of that the dampening bonuses have been nerfed to hell. A big chunk of the playerbase has adapted to cloaks, you should too. The shotgun is supposed to be deadly at close ranges, that's the point. I have a proposal. Spec into a scout suit and the shotgun and use that for a month. You'll see it's not as easy as it looks.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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Cheydinhal Guard
Abandoned Privilege Top Men.
128
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Posted - 2014.07.15 03:22:00 -
[4] - Quote
Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:Cheydinhal Guard wrote:Xak Arji wrote:I believe that if you even slightly nerf the hmg, you need to slightly nerf the shottie. I see the KDR on average a scout shottie and hmg heavy are about equal. So lower the ROF of the shot gun. Then call it equal. Nerf the shottie? Have you ever even used that thing? You have to be within hugging distance for it to be effective, and the hit detection on that thing is horrid. A RoF nerf would make it even easier for a heavy to turn around and insta-blap a scout who gets behind him. Yea yea, the poor shottie... yadda yadda yadda. That doesn't stop folks from getting crazy kdr's. An adv shotty rips apar any medium suit. And is essen7ally the counter heavy weapon .You have a cloak for crist sake, so the distance issue shouldn't be an issue if youre good. One hit pretty much kills my proto assault with like 700 EHP. Or at least sevierly cripples it to be finished off by a subbie in less than a quarter clip. The cloak doesn't make you invisible. On top of that the dampening bonuses have been nerfed to hell. A big chunk of the playerbase has adapted to cloaks, you should too. The shotgun is supposed to be deadly at close ranges, that's the point. I have a proposal. Spec into a scout suit and the shotgun and use that for a month. You'll see it's not as easy as it looks. I HAVE specced into the scout/shot gun. Give a heavy a go. You'll see the are different play styles, buton almost equal terms, listen. All I'm saying is the KDR of shot gun vs heavy is usually the same of equally skilled players. If not the shot gunner has more kills about 60 percent of the time. If one gets adjusted, so does the other. The KDR of a shotgun shotgun scout and a heavy are usually the same? Right i'll believe that when i see scouts mowing down 2-3 people at a time over and over again. Anyway the point is a RoF nerf would put the shotgun in Flaylock land. There goes the best counter to heavies.
You filthy amarr, with your golden guns and your sparkling merc quarters....Curse you..
GalLogi to the end
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