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Thread Statistics | Show CCP posts - 15 post(s) |
Symbioticforks
Pure Evil.
747
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Posted - 2014.09.01 02:43:00 -
[331] - Quote
CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
Sniper Rifles DO NOT kill vehicles. [Rail Tanks / Forge Guns do!]
Why then would you even consider balancing it's range to be remotely close to these? (350m)
You put forth that a sniper is able to cover an objective from too far away. That's kind of the point.
When it comes to killing players, stopping hacks, the only thing that matters is the number of shots required to kill someone.
Snipers won't feel a 10-20% damage increase. Not enough. Why? It's not a rapid fire weapon where 30 damage matters.
It's an alpha strike weapon, where you either kill them or you don't.
In the case that you don't kill them further shots are made more difficult, as they flail about trying to hide / recover.
This is why it takes a Thale's to be effective in Planetary Conquest. with 55% damage over the standard variant it actually lowers
the number of shots required to kill someone, where as again 30-100 damage just won't make any noticeable difference.
(headshots are a luxury in PC by the way, good players never stop moving)
Reducing Range will favor the red line sniper. He's still going to be there, and you know it.
Any aggressive forward snipers will still be getting hit (and harder now) by the red line sniper just looking for a handful of kills.
The reward for a boring game of red line sniping will be effectively countering "proper snipers" taking forward positions.
They'll be able to skirt the engagement at will with a mountain to their backs and cover all around. Where as the forward sniper
is likely in a fixed position with limited cover. Meaning.. the red line sniper can simply back up a few meters for safety instead of
having to even run to cover when engaging enemy snipers. They dictate the terms of engagement. How fun.
Heavies being able to hack points, cloaked scouts being able to hack a point in a couple of seconds. An assault with 1000hp dancing around in circles hacking a point. How as a sniper am I supposed to be effective? The last time I checked the sky was still blue, this isn't changing overnight. Range Reduction is bullshit.
Go ahead, balance the gun around bad players, and a flawed premise.
I ******* dare you.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil.
747
|
Posted - 2014.09.01 02:47:00 -
[332] - Quote
Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
Sniping Dust 514 (video series)
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Zindorak
1.U.P
761
|
Posted - 2014.09.01 02:49:00 -
[333] - Quote
Im interested in the changes to AR AScR and sidearms hopefully ScP buff. Rattati can you give us an idea on some numbers?
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Gabriella Grey
Onslaught Inc RISE of LEGION
139
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Posted - 2014.09.01 02:59:00 -
[334] - Quote
Symbioticforks wrote:CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
Sniper Rifles DO NOT kill vehicles. [Rail Tanks / Forge Guns do!]
Why then would you even consider balancing it's range to be remotely close to these? (350m)
You put forth that a sniper is able to cover an objective from too far away. That's kind of the point.
When it comes to killing players, stopping hacks, the only thing that matters is the number of shots required to kill someone.
Snipers won't feel a 10-20% damage increase. Not enough. Why? It's not a rapid fire weapon where 30 damage matters.
It's an alpha strike weapon, where you either kill them or you don't.
In the case that you don't kill them further shots are made more difficult, as they flail about trying to hide / recover.
This is why it takes a Thale's to be effective in Planetary Conquest. with 55% damage over the standard variant it actually lowers
the number of shots required to kill someone, where as again 30-100 damage just won't make any noticeable difference.
(headshots are a luxury in PC by the way, good players never stop moving)
Reducing Range will favor the red line sniper. He's still going to be there, and you know it.
Any aggressive forward snipers will still be getting hit (and harder now) by the red line sniper just looking for a handful of kills.
The reward for a boring game of red line sniping will be effectively countering "proper snipers" taking forward positions.
They'll be able to skirt the engagement at will with a mountain to their backs and cover all around. Where as the forward sniper
is likely in a fixed position with limited cover. Meaning.. the red line sniper can simply back up a few meters for safety instead of
having to even run to cover when engaging enemy snipers. They dictate the terms of engagement. How fun.
Heavies being able to hack points, cloaked scouts being able to hack a point in a couple of seconds. An assault with 1000hp dancing around in circles hacking a point. How as a sniper am I supposed to be effective? The last time I checked the sky was still blue, this isn't changing overnight. Range Reduction is bullshit.
Go ahead, balance the gun around bad players, and a flawed premise.
I ******* dare you.
I don't see this being an issue to work on unless the sniper rifle is a scout/light frame exclusive weapon. Making sniper rifles work in the form of Thales with the current game mechanics is a disaster. Rattati I don't think this can be worked if the time constrains for the next hot fix is approaching. I know a lot of people has tons of input, myself included, but this is a tall order on what Symbioticforks is asking. I can see Heavies, Logistics and assault players exploiting this to the extremes, something I know you and everyone responsible with working on dust is trying to avoid. Please don't forget you are suppose to enjoy doing these things, and please don't get too stressed! Since you started the hot fixes there hasn't been much negative feedback compared with the past, and that is a fact! Dust players like the game and want you to do great, well at least I want it to.
Always Grey Skies
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manboar thunder fist
Dead Man's Game
91
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Posted - 2014.09.01 03:05:00 -
[335] - Quote
Aww gabby that's sweet +1
Rattati make sure Thales don't have massive range rendering them invulnerable to counter sniping. Not that it's easy to countersnipe a 1300 hp suit
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Tesfa Alem
Death by Disassociation
177
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Posted - 2014.09.01 03:34:00 -
[336] - Quote
Right, tried to not forum rage, but seeing what the CPM and rattati have to say about dropship vs swarms....
Whats the purpose behind reducing the small rail rate of fire? They fire pretty slow already, and only have any decent ROF for thos specced into an incubus (several million SP and half a million isk later) so why the nerf?
Swarms, whats the final end game? We all know the stats about them vs dropships by heart, (175 M lock, 400 m range generally 3 hits and your done for).
The problem with buffing regular dropships and nerfing small rails at the same time makes it harder (i cannot say by how much till we get some numbers) to deal with suicide "pilots". Buffing swarms so that ADS pilots will not be able to get away (i know imagine infantry getting away from a firefight at 100 meters blasphemy) means regular ships will almost certainly never getaway, tank be damned.
There will alway be "debate" between average guys with a 50,000 isk swarm launcher and guys in 400,000 isk plus dropships, because everybody wants the kill, not area denial, and certainly not more warpoints. And nobody is willing to admit that there are players that are better than they. Dropships are so specialist they needed an entire training series (which helped to get judge elected to the CPM).
Pilots having a good KDR in terms of what? if I go 10 to 1 that 1 is worth three games of grind. Any decent vehicle pilot should not have ADV infantry type of KDR because whats the point of using a very expensive asset if you cannot keep it alive. Keeping it alive requires skill, especially since everything you fight has longer range and more DPS.
I offer to take any member of the CPM, dev, or any doubter in the air for a full day of gaming. You pay for the ADS i call one in (so you dont have to invest any SP for a lvl 3 inc) with turret of choice and you tell me how OP dropships are.
Redline for Thee, but no Redline for Me.
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manboar thunder fist
Dead Man's Game
92
|
Posted - 2014.09.01 03:42:00 -
[337] - Quote
That's a blooming fantastic idea. CCP flight squad plz
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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zzZaXxx
D3ATH CARD
458
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Posted - 2014.09.01 03:43:00 -
[338] - Quote
Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear"
Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. |
SponkSponkSponk
The Southern Legion Final Resolution.
1035
|
Posted - 2014.09.01 03:48:00 -
[339] - Quote
manboar thunder fist wrote:Aww gabby that's sweet +1
Rattati make sure Thales don't have massive range rendering them invulnerable to counter sniping. Not that it's easy to countersnipe a 1300 hp suit
What if normal proto sniper rifles had Thales-equivalent range?
Dust/Eve transfers
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Meee One
Hello Kitty Logistics
1046
|
Posted - 2014.09.01 04:29:00 -
[340] - Quote
Tesfa Alem wrote:Right, tried to not forum rage, but seeing what the CPM and rattati have to say about dropship vs swarms....
Whats the purpose behind reducing the small rail rate of fire? They fire pretty slow already, and only have any decent ROF for thos specced into an incubus (several million SP and half a million isk later) so why the nerf?
Swarms, whats the final end game? We all know the stats about them vs dropships by heart, (175 M lock, 400 m range generally 3 hits and your done for).
The problem with buffing regular dropships and nerfing small rails at the same time makes it harder (i cannot say by how much till we get some numbers) to deal with suicide "pilots". Buffing swarms so that ADS pilots will not be able to get away (i know imagine infantry getting away from a firefight at 100 meters blasphemy) means regular ships will almost certainly never getaway, tank be damned.
There will alway be "debate" between average guys with a 50,000 isk swarm launcher and guys in 400,000 isk plus dropships, because everybody wants the kill, not area denial, and certainly not more warpoints. And nobody is willing to admit that there are players that are better than they. Dropships are so specialist they needed an entire training series (which helped to get judge elected to the CPM).
Pilots having a good KDR in terms of what? if I go 10 to 1 that 1 is worth three games of grind. Any decent vehicle pilot should not have ADV infantry type of KDR because whats the point of using a very expensive asset if you cannot keep it alive. Keeping it alive requires skill, especially since everything you fight has longer range and more DPS.
I offer to take any member of the CPM, dev, or any doubter in the air for a full day of gaming. You pay for the ADS i call one in (so you dont have to invest any SP for a lvl 3 inc) with turret of choice and you tell me how OP dropships are. It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
754
|
Posted - 2014.09.01 04:42:00 -
[341] - Quote
ratamaq doc wrote:Please keep the SCR RoF above 500. Below 600 is fine, but please stay out of the 4XX range. I'll explain why later.
Agreed. Please please please don't go overboard. There's a way to prevent modded controllers without punishing those with speedy trigger fingers.
Living proof that the Amarr can't do anything without the Caldari
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Tesfa Alem
Death by Disassociation
178
|
Posted - 2014.09.01 05:25:00 -
[342] - Quote
Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced.
Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships.
Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice.
With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot.
In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming.
My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP.
If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP.
Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time.
1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction.
If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less?
Redline for Thee, but no Redline for Me.
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Gelhad Thremyr
Never 2 Late
335
|
Posted - 2014.09.01 06:39:00 -
[343] - Quote
Kevall Longstride wrote:It's been a busy few weeks for us newbies on the CPM but I'd like to echo what Rattati said and say that it has been a wonderfully collaborative period between the CPM members and CCP.
I'd like pass on special thanks to CCP Logibro who has made the transition period pain free and allowed us to hit the ground running and for answering our questions about Delta as quickly as possible.
As a Gallante user I'm particularly looking forward to your imput on the Ion Pistol, AR and Plasma Cannon tweaks and I'm also very happy with the proposed changes to the NPE.
The Hotfix process has been so far a big boost to the game and Delta will hopefully give it more momentum to build on.
Keep your feedback coming.
Well i can say that a duvolle assault rifle is not a contender right now, at equal proficiency level without damage mods, the combat rifle wins in almost all situations, hell i cant even kill scouts with my duvolle either because hits dont register even though i hear and see them hit targets, most of the time i have to shoot more than 25 to 30 bulletsto kill a single target, and i tried alot more than once there is a reason why people dont use it. Also i at 600 hp get killed by level 1 rifle cause its the return of the damage stacking mods...
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
445
|
Posted - 2014.09.01 06:58:00 -
[344] - Quote
wat about a cat silencer |
Bradric Banewolf
D3ATH CARD
274
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Posted - 2014.09.01 06:59:00 -
[345] - Quote
No nerf needed for the Scrambler rifle. Heat up per shot, and you have the fix.
How bout we look into taking armor away from scouts! That would make them scouts again. Keep the cloak, dampening, precision, and speed. Keep the two equipment slots, and let them stack shields only. this can fix our problem of the "assault scout" easy. They will be scouts again day one. Still just as dangerous, but more in their role.
"Anybody order chaos?"
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ACT1ON BASTARD
Amarr Templars Amarr Empire
93
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Posted - 2014.09.01 07:08:00 -
[346] - Quote
Do not nerf the afterburner, dropships are meant to be hit and run despite what everyone says. If youre going to make that change just decrease the isk cost already 500k is ridiculous for how easy they go down. Dropshipping is hectic, installations hitting you the whole match, forges, swarms, tanks, other dropships, rammers, avoiding objects. We need that fast afterburner for the above constant threats.Im really not for the hp buff either, or the swarm speed, or the afterburner nerf.Well thats where i stand, been dropshipping forever both dropships maxed. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
186
|
Posted - 2014.09.01 07:11:00 -
[347] - Quote
Bradric Banewolf wrote:No nerf needed for the Scrambler rifle. Heat up per shot, and you have the fix.
How bout we look into taking armor away from scouts! That would make them scouts again. Keep the cloak, dampening, precision, and speed. Keep the two equipment slots, and let them stack shields only. this can fix our problem of the "assault scout" easy. They will be scouts again day one. Still just as dangerous, but more in their role. No. That makes no sense. Why would a Gallente or Amarr Scout use shields? |
DUST Fiend
Onslaught Inc RISE of LEGION
14716
|
Posted - 2014.09.01 07:17:00 -
[348] - Quote
Do you just hate Incubus pilots, is that it?
Could you possibly make things easier for AV?
Lmfao, this game.
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
186
|
Posted - 2014.09.01 07:19:00 -
[349] - Quote
Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Its not going to be a Sharp Shortsword though. More like an "Old Greatsword" |
manboar thunder fist
Dead Man's Game
94
|
Posted - 2014.09.01 07:26:00 -
[350] - Quote
DUST Fiend wrote:Do you just hate Incubus pilots, is that it?
Could you possibly make things easier for AV?
Lmfao, this game.
It's a lot easier to cry when you're playing a low skill weapon, a lot of av users never fly... As pilots we have a better understanding of av and how to use it
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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SponkSponkSponk
The Southern Legion Final Resolution.
1035
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Posted - 2014.09.01 07:28:00 -
[351] - Quote
Darth-Carbonite GIO wrote:ratamaq doc wrote:Please keep the SCR RoF above 500. Below 600 is fine, but please stay out of the 4XX range. I'll explain why later. Agreed. Please please please don't go overboard. There's a way to prevent modded controllers without punishing those with speedy trigger fingers.
Prepare for Hotfix Delta: The Cappening.
Dust/Eve transfers
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manboar thunder fist
Dead Man's Game
94
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Posted - 2014.09.01 07:41:00 -
[352] - Quote
Rof won't be that much of an issue anymore If you spam the trigger you will overheat and die Scr Mercs will need their headshot accuracy more than ever now to make each heated shot count
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2463
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Posted - 2014.09.01 07:58:00 -
[353] - Quote
Hey Rattati are you changing the damage profile on the combat rifle ONLY or all projectiles?
Converting CR to +20/-20 or +15/-15 is a meaningful change that makes every shield suit more viable. Its a buff to shields indirectly.
Doing the same to ALL projectiles will even out dropsuut survivability between shield/armor as the HMG and SMG will have a harder time chewing through Caldari/Minmatar. I think changing the profiles completely will be better as it means that projectiles arent going to have a copypasta profile with the Rail Tech and will further place gallente and caldari weapons as the middle ground weapons meant to tackle all damage types.
Changing the CR to -5/+5 will make it the most desirable weapon period as the difference in damage between shields and armor will be negligible, making it the ideal "omni-slayer" weapon.
I ask this because your narrative notes call out the CR specifically when all projectiles have similar profiles to caldari rails.
We need MORE differentiation between choices, we do not need a generic solution. |
Symbioticforks
Pure Evil.
750
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Posted - 2014.09.01 08:01:00 -
[354] - Quote
zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to.
Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable.
Sniping Dust 514 (video series)
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steve0809
GRIM MARCH
34
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Posted - 2014.09.01 08:14:00 -
[355] - Quote
Symbioticforks wrote:zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable.
Symbioticforks is right , with some of the maps EVEN with 200m range you will still have redline snipers and all other snipers will suffer. You will have made the role unplayable for everyone EXCEPT for the ones you are trying to counter.
We can still have cloaked scouts running a cheaps#%t tactic and thats ok because we "dont want to remove content", but a legitimate role that has been in since day 1 is about to be nerfed into the ground ?
I play as a sniper, use a forgegun or run a scrambler rifle fit, now it looks like all three are about to be nerfed, lol ! I really dont think I will stick around much after Delta hits if these changes are made. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
534
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Posted - 2014.09.01 08:22:00 -
[356] - Quote
Wow this is a long and good discussion
-Minmatar Suits do not need a buff however. The Scout needs Active Dampening or some form of EWAR, allowing it to quickly engage, and then run. Currently, it's bonus only really highlights the Nova Knife. A Gallente Scout stacking 4 complex code breakers can hack as fast as a Matari. An Amarr Scout can scan us. A Cal Scout can out-tank us (as all other scouts), while also running precision, we can barely get under it if we are as squishy. Either make hacking 10% per level instead of 5 so we have an extra codebreaker above all other suits, so a different bonus. Min Logis( I run all Min suits btw as my reference), do not need a buff to tanking. We can get very high stats (over 1000hp on my suit with just adv mods). A speed increase perhaps would be most welcome
-Forge Gun splash damage, I couldn't say. I feel every time I get hit by a forge, it is a skill shot. Others can call that. -Sniper changes are welcome, however Right Wing had a string of very interesting posts. A sniper rifle can be killed, but I ask more sniping perches. No one likes to die in this game, even if it's taking out a crap load of people with REs. A sniper will only do what they can to maintain their isk. That means the redline. A sniper by definition, is a soldier using a rifle of extreme power from a long range, usually concealed. In the battlefield, a sniper is usually actually countered by another sniper, or a hell fly by( ads). Yes, I know this is the future, but the principle applies. I would suggest an extreme damage buff to the Headshot multiplier. Snipers should be feared, but for head shots only. A hs a 600 meters needs around a 800% damage increase. This would be near one-shot kill, as to be expected.
-Ads price changes
-Adding back in racial content
-The rest seems very nice
RESPEC PLEASE After Delta
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
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Symbioticforks
Pure Evil.
750
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Posted - 2014.09.01 08:29:00 -
[357] - Quote
steve0809 wrote:Symbioticforks wrote:zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable. Symbioticforks is right , with some of the maps EVEN with 200m range you will still have redline snipers and all other snipers will suffer. You will have made the role unplayable for everyone EXCEPT for the ones you are trying to counter. We can still have cloaked scouts running a cheaps#%t tactic and thats ok because we "dont want to remove content", but a legitimate role that has been in since day 1 is about to be nerfed into the ground ? I play as a sniper, use a forgegun or run a scrambler rifle fit, now it looks like all three are about to be nerfed, lol ! I really dont think I will stick around much after Delta hits if these changes are made.
I know I'm right.
Sniping Dust 514 (video series)
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ACT1ON BASTARD
Amarr Templars Amarr Empire
94
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Posted - 2014.09.01 08:33:00 -
[358] - Quote
steve0809 wrote:Symbioticforks wrote:zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable. Symbioticforks is right , with some of the maps EVEN with 200m range you will still have redline snipers and all other snipers will suffer. You will have made the role unplayable for everyone EXCEPT for the ones you are trying to counter. We can still have cloaked scouts running a cheaps#%t tactic and thats ok because we "dont want to remove content", but a legitimate role that has been in since day 1 is about to be nerfed into the ground ? I play as a sniper, use a forgegun or run a scrambler rifle fit, now it looks like all three are about to be nerfed, lol ! I really dont think I will stick around much after Delta hits if these changes are made. Snipers have to stay in the redline because of cloakers ganking you from the back . Or you can camp a building where everyone sees you.I dont see hoe this is gonna make sniping any more enjoyable. Itll be enjoyable to every other infantry role though. See now you wont have to pull out a sniper to counter. Thats why tanks got nerfed isnt it because noone wanted to pull out av to counter. |
bogeyman m
Minmatar Republic
386
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Posted - 2014.09.01 08:36:00 -
[359] - Quote
bogeyman m wrote:CCP Rattati wrote:Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)? Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder. Thoughts? Also, any updates on getting vehicles to show up on TacNet again?
Duct tape 2.0 ... Have WD-40; will travel.
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g li2
Grupo de Asalto Chacal RISE of LEGION
93
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Posted - 2014.09.01 08:59:00 -
[360] - Quote
It's not often use the Forge as sniper. It is a difficult weapon to use and when you use these defenseless against infantry. Do not do it more difficult to use. Nobody will want to use More damage to the HMG assault would be nice, heavy slow in open field. It is a hostile environment. Do not do it more difficult to use, No one will want to use
CHACALES
¡¡¡HONOR!!!
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