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shaman oga
Nexus Balusa Horizon
2647
|
Posted - 2014.08.09 09:12:00 -
[1] - Quote
Do you remember tanking before 1.7? When maddy was tanking armor and gunnlogi was tanking shield and not armor like now. There were two reason for that, one was technical, the gunnlogi didn't have enough PG to tank armor, the other was damage mods, they were only passive and were on the low slots. Since gunnlogi was weak because it's stats and because under powered shield modules (that was unmbalanced) the only viable option was to stack damage mods and harvest tears in the shortest time possible.
So, here the heresy. What would it be if INFANTRY damage mods were low slot modules? (and of course put some other module in high slot in exchange)
I think it would be more balanced than now, shield tank grant less HP and those HP are the first to go away when enemies hit you. This would make impossible for armor tankers to stack both very high HP and high DPS, but also make armor tank less desiderable for shield based suits.
In exchange i would put cardiac regulators and code breakers on high slot modules to give something that is not a shield extender to armor tankers, they would choose to improve their stamina which makes sense if they are slowed by armor plates or code breakers.
I have posted this on Cyrus Grevare's Protofits thread, i hope he see this and accept to do this, to help us evaluate a change like this.
Thanks
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
Uncesored FUCK
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1832
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Posted - 2014.08.09 10:10:00 -
[2] - Quote
shaman oga wrote:Do you remember tanking before 1.7? When maddy was tanking armor and gunnlogi was tanking shield and not armor like now. There were two reason for that, one was technical, the gunnlogi didn't have enough PG to tank armor, the other was damage mods, they were only passive and were on the low slots. Since gunnlogi was weak because it's stats and because under powered shield modules (that was unmbalanced) the only viable option was to stack damage mods and harvest tears in the shortest time possible. So, here the heresy.What would it be if INFANTRY damage mods were low slot modules? (and of course put some other module in high slot in exchange) I think it would be more balanced than now, shield tank grant less HP and those HP are the first to go away when enemies hit you. This would make impossible for armor tankers to stack both very high HP and high DPS, but also make armor tank less desiderable for shield based suits. In exchange i would put cardiac regulators and code breakers on high slot modules to give something that is not a shield extender to armor tankers, they would choose to improve their stamina which makes sense if they are slowed by armor plates or code breakers. I have posted this on Cyrus Grevare's Protofits thread, i hope he see this and accept to do this, to help us evaluate a change like this. Thanks
Dualtanking is the idiot array of gaming anyway. But unfortunately putting all the fast-recovery suits as the highest DPS will simply swing the unbalance the other way. I already retreat and hide for a few seconds after spraying down armor nerds in my minmatar fastsuit. When I come back their shields have recovered but their armor has not. I wind up doing a lot of run&gank with my minmatar fits. I havent bothered fitting a tank. I opted for speed and gank. Its working surpilrisingly well so long as I don't try to brawl |
Mejt0
Made in Poland... E-R-A
277
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Posted - 2014.08.09 11:16:00 -
[3] - Quote
Shield tankers are/will be lower hp/lower dps suits in Dust.
Nvm. Im specing amarr assault after charlie. Ill have around 950ehp (650-700armor) with 20reps, 7m/s+ speed with Allotek hives and ScR. Damn. Not even armor tanker gonna survive.
Caldari Loyalist
Markiplier fan.
Got 6815 WP only on wrecking tanks with Ion Cannon.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1832
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Posted - 2014.08.09 11:44:00 -
[4] - Quote
Mejt0 wrote:Shield tankers are/will be lower hp/lower dps suits in Dust.
Nvm. Im specing amarr assault after charlie. Ill have around 950ehp (650-700armor) with 20reps, 7m/s+ speed with Allotek hives and ScR. Damn. Not even armor tanker gonna survive.
I look forward to scarving you up with my minmatar fastsuits |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1939
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Posted - 2014.08.09 11:48:00 -
[5] - Quote
Ever since armor plates got a buff, true shield tanking has been a bad way to go, simply because it requires a lot more skill for a lot less reward.
In the current iteration of the game, shield and armor tanking are almost balanced, but the damage mod buff and Am Assault FoTM will cause it to completely die.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1832
|
Posted - 2014.08.09 11:56:00 -
[6] - Quote
Gavr1lo Pr1nc1p wrote:Ever since armor plates got a buff, true shield tanking has been a bad way to go, simply because it requires a lot more skill for a lot less reward.
In the current iteration of the game, shield and armor tanking are almost balanced, but the damage mod buff and Am Assault FoTM will cause it to completely die.
Again.
And that statement right there is why combat and rail rifles will continue to not be nerfed. We will likely see a resurgence in the use of mass drivers as well with the assault buff. Flux/grenade launcher combo is hilarious.
Rail and CR chop amarr and gallente suits into chutney. |
Shooter Somewhere
Brutor Vanguard Minmatar Republic
15
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Posted - 2014.08.09 12:04:00 -
[7] - Quote
shaman oga wrote:Do you remember tanking before 1.7? When maddy was tanking armor and gunnlogi was tanking shield and not armor like now. There were two reason for that, one was technical, the gunnlogi didn't have enough PG to tank armor, the other was damage mods, they were only passive and were on the low slots. Since gunnlogi was weak because it's stats and because under powered shield modules (that was unmbalanced) the only viable option was to stack damage mods and harvest tears in the shortest time possible. So, here the heresy.What would it be if INFANTRY damage mods were low slot modules? (and of course put some other module in high slot in exchange) I think it would be more balanced than now, shield tank grant less HP and those HP are the first to go away when enemies hit you. This would make impossible for armor tankers to stack both very high HP and high DPS, but also make armor tank less desiderable for shield based suits. In exchange i would put cardiac regulators and code breakers on high slot modules to give something that is not a shield extender to armor tankers, they would choose to improve their stamina which makes sense if they are slowed by armor plates or code breakers. I have posted this on Cyrus Grevare's Protofits thread, i hope he see this and accept to do this, to help us evaluate a change like this. Thanks I came to this post thinking it was a tanker post and kept reading because he was using all the words to describe tankers. but then he brings up some infantry BS.
Just another scout that wants to slay.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1939
|
Posted - 2014.08.09 12:09:00 -
[8] - Quote
Breakin Stuff wrote:Gavr1lo Pr1nc1p wrote:Ever since armor plates got a buff, true shield tanking has been a bad way to go, simply because it requires a lot more skill for a lot less reward.
In the current iteration of the game, shield and armor tanking are almost balanced, but the damage mod buff and Am Assault FoTM will cause it to completely die.
Again. And that statement right there is why combat and rail rifles will continue to not be nerfed. We will likely see a resurgence in the use of mass drivers as well with the assault buff. Flux/grenade launcher combo is hilarious. Rail and CR chop amarr and gallente suits into chutney. The RR has the lowest DPS of any rifle in the game, save the ACR.
The CR has lower DPS than any other non-auto rifle, other than the TAR (possibly, though i don't believe so anymore)
ScR can get off more rounds before it overheats than the CR has bursts in its clip.
The AR is a CQC monster with its high clip size, high DPS, very high RoF, great hip fire, and spray-and pray capabilities.
And shield suits have less HP.
Stop telling me you get "chopped into chutney" by these weapons, until your proto suit can get one shot by fine rifle.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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shaman oga
Nexus Balusa Horizon
2649
|
Posted - 2014.08.09 12:56:00 -
[9] - Quote
Shooter Somewhere wrote: I came to this post thinking it was a tanker post and kept reading because he was using all the words to describe tankers. but then he brings up some infantry BS.
This may apply to tank as well, tanking was overall better before 1.7
Shooter Somewhere wrote: Just another scout that wants to slay.
Good trolls has left the forum long ago, keep the BS for your friends, you don't even know me. BTW i'm not a cal scout.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
Uncesored FUCK
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1941
|
Posted - 2014.08.09 13:19:00 -
[10] - Quote
So what exactly is the problem with scouts being able to kill other suits...?
Is it because they aren't HMG heavies?
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Hakyou Brutor
Pure Evil.
957
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Posted - 2014.08.09 13:21:00 -
[11] - Quote
Oh okay cool, so Cal Assaults can have 700 shields, 7 meter sprint speed, and 3 damage mods... not OP at all. |
shaman oga
Nexus Balusa Horizon
2650
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Posted - 2014.08.09 13:50:00 -
[12] - Quote
Hakyou Brutor wrote:Oh okay cool, so Cal Assaults can have 700 shields, 7 meter sprint speed, and 3 damage mods... not OP at all. Of course a low slot module should pass in the highs, maybe kin cat, maybe cardiac regulators, i would like to test some fittings before say what is the more suitable.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
Uncesored FUCK
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Arkena Wyrnspire
Fatal Absolution
15729
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Posted - 2014.08.09 14:19:00 -
[13] - Quote
Gavr1lo Pr1nc1p wrote: The RR has the lowest DPS of any rifle in the game, save the ACR.
It also has a vastly higher range than any other rifle, making it the go-to weapon for rooftop campers and anyone who likes being able to shoot much further than they can accurately hipfire. Have you even been here for the past few months? RR spam has been everywhere because the range is so fantastic you can hit almost anything you can see. It's even fine in CQC because the hipfire is so accurate.
Quote: The CR has lower DPS than any other non-auto rifle, other than the TAR (possibly, though i don't believe so anymore)
Do you honestly think the CR has a low DPS?
Quote: ScR can get off more rounds before it overheats than the CR has bursts in its clip.
The CR does 50% more damage per burst. The damage profile is also the best in the game.
Quote: The AR is a CQC monster with its high clip size, high DPS, very high RoF, great hip fire, and spray-and pray capabilities.
The AR has average damage per clip for its class, barely more DPS than the ACR, average RoF for its class, below average hipfire for its class, and because of those two previous points is subpar for 'spray and pray'. Of course, in addition to all of these things it has the lowest range of all the rifles.
Do you actually know anything about the AR or do you just complain because it's an anti-shield weapon and it shreds your 300-odd shields?
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
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Nocturnal Soul
Immortal Retribution
3851
|
Posted - 2014.08.09 14:51:00 -
[14] - Quote
This thread is a joke
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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shaman oga
Nexus Balusa Horizon
2650
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Posted - 2014.08.09 14:57:00 -
[15] - Quote
Nocturnal Soul wrote:This thread is a joke Thanks for your smart contribution.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
Uncesored FUCK
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Apothecary Za'ki
Biomass Positive
304
|
Posted - 2014.08.09 15:00:00 -
[16] - Quote
shaman oga wrote:Do you remember tanking before 1.7? When maddy was tanking armor and gunnlogi was tanking shield and not armor like now. There were two reason for that, one was technical, the gunnlogi didn't have enough PG to tank armor, the other was damage mods, they were only passive and were on the low slots. Since gunnlogi was weak because it's stats and because under powered shield modules (that was unmbalanced) the only viable option was to stack damage mods and harvest tears in the shortest time possible. So, here the heresy.What would it be if INFANTRY damage mods were low slot modules? (and of course put some other module in high slot in exchange) I think it would be more balanced than now, shield tank grant less HP and those HP are the first to go away when enemies hit you. This would make impossible for armor tankers to stack both very high HP and high DPS, but also make armor tank less desiderable for shield based suits. In exchange i would put cardiac regulators and code breakers on high slot modules to give something that is not a shield extender to armor tankers, they would choose to improve their stamina which makes sense if they are slowed by armor plates or code breakers. I have posted this on Cyrus Grevare's Protofits thread, i hope he see this and accept to do this, to help us evaluate a change like this. Thanks interesting.. i would like to see lowslot damage mods but only if they are a case of "cannot fit if highs contian damage mods"
> LogiBro in Training
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Nocturnal Soul
Immortal Retribution
3852
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Posted - 2014.08.09 15:07:00 -
[17] - Quote
shaman oga wrote:Nocturnal Soul wrote:This thread is a joke Thanks for your smart contribution. No thank you, it's worth just as much as this thread if I say so myself :D
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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Arkena Wyrnspire
Fatal Absolution
15735
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Posted - 2014.08.09 15:10:00 -
[18] - Quote
@OP - It would be a bad thing.
Damage mods are literally the only useful high slot modules other than shields to stack for general combat. If it's a choice between shield extenders and codebreakers, the choice is immediately clear. If it's a choice between shield extenders and cardiac regulators, again, the choice is immediately clear.
This would lead to the only highslot modules being fitted being shield modules, primarily extenders.
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
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Operative 1125 Lokaas
True Companion Planetary Requisitions
316
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Posted - 2014.08.09 15:34:00 -
[19] - Quote
Breakin Stuff wrote:Gavr1lo Pr1nc1p wrote:Ever since armor plates got a buff, true shield tanking has been a bad way to go, simply because it requires a lot more skill for a lot less reward.
In the current iteration of the game, shield and armor tanking are almost balanced, but the damage mod buff and Am Assault FoTM will cause it to completely die.
Again. And that statement right there is why combat and rail rifles will continue to not be nerfed. We will likely see a resurgence in the use of mass drivers as well with the assault buff. Flux/grenade launcher combo is hilarious. Rail and CR chop amarr and gallente suits into chutney.
Chutney? Hey, watch your mouth. I can't believe the filter didn't catch that one. MY PARENTS DIED BECAUSE OF CHUTNEY!
THIS IS THE VOICE OF RÁN
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Operative 1125 Lokaas
True Companion Planetary Requisitions
316
|
Posted - 2014.08.09 15:35:00 -
[20] - Quote
shaman oga wrote:Do you remember tanking before 1.7? When maddy was tanking armor and gunnlogi was tanking shield and not armor like now. There were two reason for that, one was technical, the gunnlogi didn't have enough PG to tank armor, the other was damage mods, they were only passive and were on the low slots. Since gunnlogi was weak because it's stats and because under powered shield modules (that was unmbalanced) the only viable option was to stack damage mods and harvest tears in the shortest time possible. So, here the heresy.What would it be if INFANTRY damage mods were low slot modules? (and of course put some other module in high slot in exchange) I think it would be more balanced than now, shield tank grant less HP and those HP are the first to go away when enemies hit you. This would make impossible for armor tankers to stack both very high HP and high DPS, but also make armor tank less desiderable for shield based suits. In exchange i would put cardiac regulators and code breakers on high slot modules to give something that is not a shield extender to armor tankers, they would choose to improve their stamina which makes sense if they are slowed by armor plates or code breakers. I have posted this on Cyrus Grevare's Protofits thread, i hope he see this and accept to do this, to help us evaluate a change like this. Thanks
Me likey. I agree with this.
THIS IS THE VOICE OF RÁN
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