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DontChimpOut
Kang Lo Directorate Gallente Federation
87
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Posted - 2014.08.24 19:05:00 -
[91] - Quote
Hakyou Brutor wrote:Adipem Nothi wrote:Patrlck 56 wrote:Soulja Ghostface wrote:Have more than 0% of influence in what the devs do with any vehicular changes. so only tankers should be listened to when CCP is making tank changes? lol Uprising 1.7 I totally agree 1.7 was one of the least fun times for tanking, while 1.5 was one of the best, despite the fact that tanks got 3-hit by swarms or forges. See, because there was actual variation, and actually good fight. You seem to think that the best times for tanks is when AV is supremely powerful, and tanks have next to no defenses. That's also when swarms were invisible 90% of the time.
No surprise there.
We can add new LP items, but we need to see FW participation numbers go up to make it worth our time. - CCP Dev
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DontChimpOut
Kang Lo Directorate Gallente Federation
87
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Posted - 2014.08.24 19:11:00 -
[92] - Quote
Atiim wrote:DontChimpOut wrote:Patrlck 56 wrote:Soulja Ghostface wrote:Have more than 0% of influence in what the devs do with any vehicular changes. so only tankers should be listened to when CCP is making tank changes? lol No, CCP doesn't listen to them at all when making vehicle changes. Then explain Uprising 1.7. Done in response to the endless complains infantry launched towards CCP's direction, thereby proving themselves many times over that they're unable to destroy vehicles using critical thinking (which they obviously never learned in school) and teamwork. It wasn't because tankers wanted unbreakable vehicles. I've been lurking for a while. It was because infantry couldn't do anything. And yet, pilots still adapted to the changes, came out on top, and were nerfed again and again by CCP because infantry couldn't kill tanks that had fewer modules and fewer fitting options.
We can add new LP items, but we need to see FW participation numbers go up to make it worth our time. - CCP Dev
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Rei Shepard
The Rainbow Effect
1706
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Posted - 2014.08.24 19:20:00 -
[93] - Quote
Soulja Ghostface wrote:500k-700k in isk asset that shoot kisses and drive around the field to be instaganked by rifles.
It really is pathetic how people with no turret game, Who don't even deserve to touch the steering wheel of a single dropship or tank, With no sp in vehicles, Never had their wallet kick them in the balls (If they had any), Never massacred dropsuits with a large rail, Never flew a dropship for more then 5 minutes without exploding, Who never saw the sexy red glow of a cannon turret, Who never aimed a turret through the DUST of swarm fire, forges, and grenades Who never kissed their ads or tank goodnight after a long day of not dying and made scrambled eggs in the morning for it, Have more than 0% of influence in what the devs do with any vehicular changes.
I do remember the days of spawning straight in front of a tank with nothing else to do then die 0.5s in, and repeat and repeat and repeat....
Quote:It really is pathetic how people with no turret game,
A turret works exactly like a rifle you know, i mean ....you point at it, and stuff at the end of the barrel dies...
Quote:[i][b]Who never kissed their ads or tank goodnight after a long day of not dying
How does ....this relate to
Quote:With no sp in vehicles, Never had their wallet kick them in the balls (If they had any),
How exactly do you loose money if you don't loose the vehicles
Sorry mate, but most tankers in Dust have reflexes like a snail...hence why they need the additional survivability it gives them, as infantry these days i can just keep killing their troops as the tanks drive by and even when under full fire of multiple tanks, we keep killing until they land a lucky hit.
Idd suggest you download a twitch FPS game and show us those leet reflexes and deadeye aiming you sport, or STFU
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Nothing Certain
Bioshock Rejects
1057
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Posted - 2014.08.24 19:45:00 -
[94] - Quote
Soulja Ghostface wrote:500k-700k in isk asset that shoot kisses and drive around the field to be instaganked by rifles.
It really is pathetic how people with no turret game, Who don't even deserve to touch the steering wheel of a single dropship or tank, With no sp in vehicles, Never had their wallet kick them in the balls (If they had any), Never massacred dropsuits with a large rail, Never flew a dropship for more then 5 minutes without exploding, Who never saw the sexy red glow of a cannon turret, Who never aimed a turret through the DUST of swarm fire, forges, and grenades Who never kissed their ads or tank goodnight after a long day of not dying and made scrambled eggs in the morning for it, Have more than 0% of influence in what the devs do with any vehicular changes.
There are two sides of a coin. Tankers should be listened to when it only affects them, but on the issues infantry complains about the ones most affected are the victims of tanks, not the tankers.
Because, that's why.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2309
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Posted - 2014.08.24 19:46:00 -
[95] - Quote
Soulja Ghostface wrote:500k-700k in isk asset that shoot kisses and drive around the field to be instaganked by rifles.
It really is pathetic how people with no turret game, Who don't even deserve to touch the steering wheel of a single dropship or tank, With no sp in vehicles, Never had their wallet kick them in the balls (If they had any), Never massacred dropsuits with a large rail, Never flew a dropship for more then 5 minutes without exploding, Who never saw the sexy red glow of a cannon turret, Who never aimed a turret through the DUST of swarm fire, forges, and grenades Who never kissed their ads or tank goodnight after a long day of not dying and made scrambled eggs in the morning for it, Have more than 0% of influence in what the devs do with any vehicular changes.
10/10 Would Read Again |
843-Vika
BurgezzE.T.F General Tso's Alliance
255
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Posted - 2014.08.24 20:07:00 -
[96] - Quote
See the biggest problem is that tanker seem to think that only another tank should kill them and that any kind of AV weapon should either not exist or be so useless that an entire 16 man team using AV can't kill them, and infantry believes that tanks should die to a single FG or swarm round.
When in the reality of Dust tanks should not be indestructable but at the same time not be so weak that a pebble can destroy them. AV weapons should be strong enough that 2 proto FG should be enough to destroy a tank if they can score a few shot direct on it. Yes i said proto, not advanced or standard unless there is more then 2 of them .
When CCP listened to tankers, tanks became next to impossible to kill with AV and when CCP listened to infantry AV wa so strong that a single FG could kill anything. Right now tanks and AV have a very nice balance about them, they are strong enough to survive a sogle FG or swarm and escape but weak enough that 2 Proto FG or Swarms can destroy it.
Don't listen to the butt hurt tankers that believe the only thing to destroy a tank is another tank, yes that is viable but since we have AV weapons they should be able play a role as well. |
DontChimpOut
Kang Lo Directorate Gallente Federation
87
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Posted - 2014.08.24 20:23:00 -
[97] - Quote
Nothing Certain wrote:Soulja Ghostface wrote:500k-700k in isk asset that shoot kisses and drive around the field to be instaganked by rifles.
It really is pathetic how people with no turret game, Who don't even deserve to touch the steering wheel of a single dropship or tank, With no sp in vehicles, Never had their wallet kick them in the balls (If they had any), Never massacred dropsuits with a large rail, Never flew a dropship for more then 5 minutes without exploding, Who never saw the sexy red glow of a cannon turret, Who never aimed a turret through the DUST of swarm fire, forges, and grenades Who never kissed their ads or tank goodnight after a long day of not dying and made scrambled eggs in the morning for it, Have more than 0% of influence in what the devs do with any vehicular changes. There are two sides of a coin. Tankers should be listened to when it only affects them, but on the issues infantry complains about the ones most affected are the victims of tanks, not the tankers. No, tankers are the most affected, because they always get nerfed. What's a few deaths compared to your chosen playstyle becoming less effective?
We can add new LP items, but we need to see FW participation numbers go up to make it worth our time. - CCP Dev
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MrShooter01
Storm Wind Strikeforce Caldari State
690
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Posted - 2014.08.24 20:35:00 -
[98] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:MrShooter01 wrote: If you do not have 20m+ sp in vehicle skills your opinion is irrelevant and you deserve to be stomped by me
^^^ Your joking right ? Surely your joking , right ? Yes
I was trolling by taking OP's sentiment to its illogical extreme
Its something that happens a lot in eve online too (any multiplayer game for that matter), vocal players asking to have the game "balanced" with changes that are obviously in their own interest, and trying to defend them with "YOU don't fly x ship so YOU don't get to have any say! I'm the expert here!"
I thought I was making my "suggestions" hyperbolic enough that people would catch on (1000 damage 10m splash rapid fire missile launcher?! c'mon!), but considering some of the other vehicle user posts I've read I don't blame you for thinking I was serious sorry |
MetalWolf-Cell
ROGUE RELICS VP Gaming Alliance
18
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Posted - 2014.08.24 21:44:00 -
[99] - Quote
Kind of odd to ask ONLY tankers to balance HAVs. That is like saying CCP should be the only one with answers because its their game, and the players have to be silent and man up to the changes, not even allowing feedback on forums.
AV & Tankers really need to stop being at each other's throats about this issue or else they will ruin both roles.
They need each other as they cancel one another out, whether by a 3 manned HAV or a proto swarmer.
Previously, vocal pilots had their opinions heard by CCP, which caused the 1.7 fiasco, and HAVs being boring with redundant fittings and no means of being unique. Now there is no Logistics fitted tanks or any kind of different modules. Just hardener, booster, repair, there you go.
Even LAV's were ripped out of this game (which was understandable, freaking Murder taxis) and the logistics dropship as well due to the AV being none short of ridiculous. Invisible swarms and paper tanks basically. (Granted, the real tankers were able to survive the onslaught easily) To which resorted to starting from scratch, hearing tankers plea, and nerfing AV and buffing the crap out of HAV's. Why was this a good conclusion, who knows?
Basically what I am saying is like it or not AV and pilots NEED each other. They both need ideas from one another to balance vehicles and AV to at least viable and reasonable levels. No one sided events.
Because now we have both sides saying take one role or this role out of the game which is pretty stupid as like we need anything else leaving the game as of now.
DUST 514/LEGION
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13020
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Posted - 2014.08.24 22:05:00 -
[100] - Quote
How a Real Tanker wants tanks to be
757,000 K ISK Hull 281 K ISK Prototype Large Turret 100K ISK Prototype Small Turrets Modules in their correct slots ( Passive Damage Modules in Low Slots, Cap Boosters, Active Shield and Armour Reppers, Ancillary Modules, Rigging Slots, Capacitors, Energy Projection and Manipulation Tools) AV able to 2-4 shot HAV of varying class Varying HAV Hulls and T2 roles. Large Turrets firing single shot, slow AV round with large AOE and recoil. Target Aquisition Mechanics such as slow barrel rotation, over compensation, impact shaking when tank is hit Slow low regeneration vehicles Destructible terrain to denote my tanks size and weight
Not bullshit arcadey mechanics where my tank is invincible, or super fast, or regenerates faster than AV damage can be applied, or has turrets with no recoil, or HAV combat is reduced to Large 50 Cal turrets or redline sniping assholes.
Dust 514 = Garbage Vehicle Mechanics
War Thunder Ground Forces = Good Vehicle Mechanics
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Krixus Flux
Kang Lo Directorate Gallente Federation
448
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Posted - 2014.08.24 22:35:00 -
[101] - Quote
Post hotfix chuck and its the same dumb, dog chase tail, arguements of general discussions.
Saying what's on people's minds
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Zindorak
1.U.P
667
|
Posted - 2014.08.24 23:23:00 -
[102] - Quote
A fully Proto tank should cost 1mil to 1.5mil
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Rusty Shallows
Caldari State
2016
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Posted - 2014.08.24 23:52:00 -
[103] - Quote
DontChimpOut wrote:Atiim wrote:DontChimpOut wrote:Patrlck 56 wrote:Soulja Ghostface wrote:Have more than 0% of influence in what the devs do with any vehicular changes. so only tankers should be listened to when CCP is making tank changes? lol No, CCP doesn't listen to them at all when making vehicle changes. Then explain Uprising 1.7. Done in response to the endless complains infantry launched towards CCP's direction, thereby proving themselves many times over that they're unable to destroy vehicles using critical thinking (which they obviously never learned in school) and teamwork. It wasn't because tankers wanted unbreakable vehicles. I've been lurking for a while. It was because infantry couldn't do anything. And yet, pilots still adapted to the changes, came out on top, and were nerfed again and again by CCP because infantry couldn't kill tanks that had fewer modules and fewer fitting options. I don't even know how to best untangle this. So instead a highlight reel for Uprising 1.7
All last summer to winter cyclical nerf requests for Swarm Launchers, Forge Guns, and AV grenades on weekly or few-day rotation. While the deployment kept getting delayed Devs did adjustments on infantry AV. Swarms did get an ROF buff while FGs had an upgrade to the ammo skill. Them Uprising 1.7 deployed with massive vehicle module and large turret buffs peppered with a few more nerfs on infantry.
In the entire history of this game from Closed Beta to now it remains the single most one sided power exchange. It definitively favored Heavy Assault Vehicles and Assault Dropships. If we didn't get CCP Foxfours "sticky REs" easter egg this game would have been dead.
As funny side note they successfully killed off the usability of all heavy weapon Sentinels until the emergency December hotfix that finally made HMGs a competitive choice.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13024
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Posted - 2014.08.24 23:54:00 -
[104] - Quote
Rusty Shallows wrote:
In the entire history of this game from Closed Beta to now it remains the single most one sided power exchange. It definitively favored Heavy Assault Vehicles and Assault Dropships. If we didn't get CCP Foxfours "sticky REs" easter egg this game would have been dead.
This game is dead and pointless.
Remote Jihad Jeeps, a ****** up farmers FW, and a lack of inclusion in New Eden killed this game for me.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Toby Flenderson
research lab
580
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Posted - 2014.08.25 00:00:00 -
[105] - Quote
Soulja Ghostface wrote:Patrlck 56 wrote:Soulja Ghostface wrote:Have more than 0% of influence in what the devs do with any vehicular changes. so only tankers should be listened to when CCP is making tank changes? lol Exactly, When dealing with tanks...Listen to the real tankers When dealing with ads...Listen to the real ads piilots When dealing with amarr logi... Listen to the real amarr logis When dealing with etc. ...Listen to the real etc. players No that's fine, just as long as they listen to me regarding AV. Let me know what the pilots decide upon so I can request AV that is just powerful enough to kill any vehicle in one glance.
It's pretty ridiculous to leave the counter out of the discussion. |
Rusty Shallows
Caldari State
2018
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Posted - 2014.08.25 18:10:00 -
[106] - Quote
True Adamance wrote:Rusty Shallows wrote:
In the entire history of this game from Closed Beta to now it remains the single most one sided power exchange. It definitively favored Heavy Assault Vehicles and Assault Dropships. If we didn't get CCP Foxfours "sticky REs" easter egg this game would have been dead.
This game is dead and pointless.Remote Jihad Jeeps, a ****** up farmers FW, and a lack of inclusion in New Eden killed this game for me. So true. Early as mid-late last year when the game wasn't getting enough development some people were already proclaiming that. Even after Uprising 1.7 I held out hope they might accidentally fix the game. It was Fanfest 2014 that finally proved it to me CCP will never have an ok FPS. Such is life and all that jazz.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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Mike De Luca
STOP TRYING TO RECRUIT ME
262
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Posted - 2014.08.25 18:48:00 -
[107] - Quote
As someone who's merc was born in 1.7......shut it. That's all.
what i think of when charging fg
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Tebu Gan
Molon Labe. General Tso's Alliance
1176
|
Posted - 2014.08.25 19:59:00 -
[108] - Quote
Atiim wrote:Soulja Ghostface wrote:Patrlck 56 wrote:Soulja Ghostface wrote:Have more than 0% of influence in what the devs do with any vehicular changes. so only tankers should be listened to when CCP is making tank changes? lol Exactly, When dealing with tanks...Listen to the real tankers When dealing with ads...Listen to the real ads piilots When dealing with amarr logi... Listen to the real amarr logis When dealing with etc. ...Listen to the real etc. players I wholeheartedly agree. Now for my requests:
- Increase Swarm Launcher Lock range to 2000m (same range as the old Missile Installation AI).
- Increase Swarm Launcher Damage to 825/855/875HP per Missile.
- Increase Swarm Launcher Clip Size to 12 rounds (9 at the Militia tier).
- Increase Swarm Launcher Air Speed to 250m/s.
- Decrease Swarm Launcher Lock Time to 0.25s (.5s on Specialist Variants)
We're only listening to the "real" Swarmers, so you have no say in this idea's implementation. Also.
Why don't we slap 10k HP on that suit and call it a tank then.
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1177
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Posted - 2014.08.25 20:10:00 -
[109] - Quote
I really think they should take more consideration for what the vet tankers have to say above all else, when it comes to tank on tank balance.
But when considering tank and AV balance, they have to take consideration from both sides. The problem I have often seen in my long time on the forums comes from the "scrubs". Those not fully skilled into a role they want to talk about.
I'm sure everyone has an idea, but just having one does not make it a good one or even beneficial to the end result. Nor do the observations from someone on the receiving end of the stick mean they are right in their assertion.
For example, I go 30 - 0 in a tank (real senerio) in an ambush OMS, alternating between my proto large rail and pro small rail. Those unfortunate to go against me would cry (not to say they did lol) and say how OP tanks are and how unfair it is they can switch between turrets for kills.
But from my point of view, I kept the turrets on the field blocked from my LOS, which also limited my modes of escape if I needed it. But in this instance I didn't, as the only threat was a single swarm launcher, who wasn't proto, and more or less stood in the open and let me hammer him. So basically, free kills for me with little to no effort because the other team was unwilling or able to field what was needed to make a win against me.
And I suspect, that many people who give feedback, fall prey to things like this. They fail to take into account the randomness of the PUB, and never observe all variables involved.
Tanks - Balancing Turrets
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TYCHUS MAXWELL
The Fun Police
506
|
Posted - 2014.08.25 20:19:00 -
[110] - Quote
Soulja Ghostface wrote:Patrlck 56 wrote:Soulja Ghostface wrote:Have more than 0% of influence in what the devs do with any vehicular changes. so only tankers should be listened to when CCP is making tank changes? lol Exactly, When dealing with tanks...Listen to the real tankers When dealing with ads...Listen to the real ads piilots When dealing with amarr logi... Listen to the real amarr logis When dealing with etc. ...Listen to the real etc. players
The problem with your line of logic is you do not account for bias when you only rely on those that use a certain aspect of the game to judge whether that aspect is balanced.
Honestly, the best thing CCP probably ever could have done is play their game.
Being someone who does use everything, and nothing particularly well lol (Mostly advanced everything with very little proto) I would say vehicles are quite balanced with AV. When I'm in a tank or ADS the only times I feel like I didn't stand a chance was when several AV dog pile onto me and that should be working as intended. I don't want to return to the days of 1.7 where you either rolled as a tank or you were tank fodder.
Biggest Issue I see with tankers is the same issue infantry runs into. If you aren't in PC, you shouldn't complain when you lose a tank with a 281k isk proto turret. You didn't need that slightly better turret, it''s a pub match. STD or if you want to be the cool kid ADV is plenty and far cheaper than the proto turret.
I don't shell out 200k isk to make a slightly better proto forge gunner, I just use an adv forge gunner with an ishokune forge. In pubs, you have no one to blame but yourself for excessive spending. |
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Riruodo
Kirkinen Risk Control Caldari State
27
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Posted - 2014.08.25 20:37:00 -
[111] - Quote
What if tanks were nigh indestructible from the front and sides (with only swarms, remote explosives, av grenades and other vehicles doing damage, and that at a reduced percentage), but kind of weak from behind.
That way if a squad is able to sneak up on a tank, with sustained fire (and liberal use of grenades) they can take it down from behind. This way a tank driver would be a little more cautious about lone wolfing it around the battlefield.
Tanks could still be the game changing weapon that they are, but the driver would have to be more of a team player, knowing that they would need some sort of back up to watch out for any ambush attacks. Because, personally, as much as I hate tanks, I think they are only unfair when you get 3 or 4 that drive in large circles around the map, covering every single outer installation and blowing up everything that moves.
My other car is Utena
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taxi bastard
Shining Flame Amarr Empire
228
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Posted - 2014.08.25 20:47:00 -
[112] - Quote
i know from being a proto swarmer ( profficeny lvl 4) in a advanced mini comando (at level 4) with double complex damage mods that there can be a huge amount of difference in what is needed to kill a tank. ( thats 2% off the sheild max damage a 5% off Armour max damage as a fit, which will be maxed in the next 2 weeks)
on one side of the scale you have your newb in an unfitted soma which takes about 4 swarms to kill.
on the other side you have your tanked out gunlogi with hardeners which can take over 10 swarms to kill if they are stupid enough to stay around for that time.
then you have how the tankers fit the tanks in the first place. if the tank chooses to go anti tank aka gunlogi 2-3 damage mods then 1 rep and 1 EHP mod on the lows your looking at soma like EHP even if it costs a fortune. its stupid to complain about such a fit dying to AV in 5 swarm launches because it costs alot of isk as you the tanker have chosen such a set up in order to counter another tank and not gone for a balanced fit.
i have no sympathy for those who make their tank for pure tank vs tank combat complaining about AV balance - they have chosen gank opposed to tank. AV needs to be balanced vs a tanked out tanks not a glass cannon. it is the same infantry vs infantry. If i want to run my proto mini assault with 4 complex kinkats, 2 shield extenders and 2 shield recharges can i complain if i get killed by a tanked out basic suit in a 1v1 situation? no is the simple answer. |
TYCHUS MAXWELL
The Fun Police
506
|
Posted - 2014.08.25 20:51:00 -
[113] - Quote
Riruodo wrote:What if tanks were nigh indestructible from the front and sides (with only swarms, remote explosives, av grenades and other vehicles doing damage, and that at a reduced percentage), but kind of weak from behind.
That way if a squad is able to sneak up on a tank, with sustained fire (and liberal use of grenades) they can take it down from behind. This way a tank driver would be a little more cautious about lone wolfing it around the battlefield.
Tanks could still be the game changing weapon that they are, but the driver would have to be more of a team player, knowing that they would need some sort of back up to watch out for any ambush attacks. Because, personally, as much as I hate tanks, I think they are only unfair when you get 3 or 4 that drive in large circles around the map, covering every single outer installation and blowing up everything that moves.
This actually already exists lol... I'll let you in on a little secret, the little box on the middle back of Gunnlogis and Sicas acts like a head shot. You do something like double damage if you hit them there. The Madrugar and Soma one is harder to pick out its in the top middle right under the turret in between the two metal plates on the back of them. This is one of the advantages forges and PLCs have over swarms. Swarms can't be used to intentionally hit the weak point since they auto track.
This is also how scouts insta gib tanks. They sneak up and throw 3 remotes on the weakpoint, then they chuck some av grenades to soften them up and when the tank spazzes out boom! This is of course if its a madrugar/gunnlogi. MLT tanks you can usually just blow them up outright with the remotes if you layed them on the weak point.
If you up tank resistance we will be back to 1.7 which is exactly what was nerfed to end Tanks514.
That's why I always try to run from av with my front/sides facing them and that's usually what gets a lot of tankers gibbed when they continue to show their backside to av in hopes of driving away quickly. |
TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1172
|
Posted - 2014.08.25 22:20:00 -
[114] - Quote
if you fly ADS and you have a crap infantry team it rarely goes well unless the other team is totally trash and devoid of AV. so saying that ADS doesn't rely on team work was because you were in a match where the ADS enemy team was total crap. it's not an issue of ADS being OP, it was an issue of his opponents being worthless. if his opponents are strong the ADS needs a good team reguardless of if there's comms, tho comms can push ADS into OP for that particular match, if he was owning you that match your team failed in the AV department. if your team had good AV and he still owned you with ADS it is because his infantry team was able to counter yours making his ADS appear OP because it didnt get shot down that match, then they come here and cry about OP vehicles but the real issue is they rambo with blueberries who suck.
gun game on dust is crap anyway there's way better infantry games where the aiming sensitivities are not from 2001 you should just download defiance if you wanna run infantry all day.
AKA Zirzo Valcyn
AFKing since 2012
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Bone Scratcher
The dyst0pian Corporation
92
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Posted - 2014.08.29 02:01:00 -
[115] - Quote
1.7 was literally the worst update I have been around for. I am not a closed beta vet or anything, but I joined end 1.1-beginning 1.2. To say that you should only listen to one party in a debate is wrong on multiple levels.
In addition to listening to the users of said object, their counterparts must also be involved in the debate. For example, take an open-minded vehicle operator like Judge Rhadamanthus, and also bring a swarmer whose interest is in a fair game, not a one-sided game. Many people want their designated role to be OP. A few want fairness. The challenge is finding the latter.
Proto FG/HMG Amarr Sentinel.
Lag Compensation Explained
Just hit 1y in my corp!
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Zindorak
1.U.P
706
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Posted - 2014.08.29 02:05:00 -
[116] - Quote
Yea i respect the real tankers who have spent lots of SP into the tree and are going around doing their thing.
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2680
|
Posted - 2014.08.29 02:10:00 -
[117] - Quote
Bone Scratcher wrote:1.7 was literally the worst update I have been around for. I am not a closed beta vet or anything, but I joined end 1.1-beginning 1.2. To say that you should only listen to one party in a debate is wrong on multiple levels.
In addition to listening to the users of said object, their counterparts must also be involved in the debate. For example, take an open-minded vehicle operator like Judge Rhadamanthus, and also bring a swarmer whose interest is in a fair game, not a one-sided game. Many people want their designated role to be OP. A few want fairness. The challenge is finding the latter. Forgot to include that in the OP
The whole point of this thread is for the people who want COD 514.
Bring These Back
i Tanker Turned Ads Pilot !
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1616
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Posted - 2014.08.29 02:15:00 -
[118] - Quote
As a tanker, OP is wrong. Both sides need to have input because both sides affect each other. AV/V balance is a two way street.
Rest in peace, oh Captain, my Captain.
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2680
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Posted - 2014.08.29 02:20:00 -
[119] - Quote
Alena Ventrallis wrote:As a tanker, OP is wrong. Both sides need to have input because both sides affect each other. AV/V balance is a two way street.
Soulja Ghostface wrote: Vehicle wizards giving feedback about vehicles to ccp, AV wizards giving feedback about AV to ccp cpm and devs proccess feedback and create patch.
What was that about both sides?
Bring These Back
i Tanker Turned Ads Pilot !
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Hakyou Brutor
Pure Evil.
1154
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Posted - 2014.08.29 03:22:00 -
[120] - Quote
Dang Soulja, go get a district from Nyain so I can take your stuff 1 vs 16 style.
It's sad how much better I am than you, as a player, and as a person in general. |
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