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Thread Statistics | Show CCP posts - 15 post(s) |
Cheydinhal Guard
Abandoned Privilege Top Men.
184
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Posted - 2014.09.01 20:49:00 -
[421] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW.
I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know?
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2469
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Posted - 2014.09.01 21:10:00 -
[422] - Quote
Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW. I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know?
It's not the crutch thing. It's the fact that +5/-5 makes the projectile profile the swiss army knife of DUST. THe tool for every job because neither armor nor shields will have a measurable advantage. That alone would be worth a mass swap to CR and relegation of all other weapons to niche role, especially when caldari and gallente weapons are by design supposed to be the most "balanced."
Changing projectiles to +5/-5 makes them the omniweapon, the tool you can use for every job. |
Cheydinhal Guard
Abandoned Privilege Top Men.
185
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Posted - 2014.09.01 21:44:00 -
[423] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW. I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know? It's not the crutch thing. It's the fact that +5/-5 makes the projectile profile the swiss army knife of DUST. THe tool for every job because neither armor nor shields will have a measurable advantage. That alone would be worth a mass swap to CR and relegation of all other weapons to niche role, especially when caldari and gallente weapons are by design supposed to be the most "balanced." Changing projectiles to +5/-5 makes them the omniweapon, the tool you can use for every job. In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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The-Errorist
SVER True Blood
810
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Posted - 2014.09.01 21:44:00 -
[424] - Quote
Can you finaly address the issue brought up in the 60mm compared to 120mm armor plates speed penalties don't make sense thread?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Scheneighnay McBob
Cult of Gasai
5920
|
Posted - 2014.09.01 21:48:00 -
[425] - Quote
Instead of flat-out nerfing fuel injectors (and afterburners?), how about doing something a little different: hell, you COULD nerf them, and add this idea un-nerfed as a side option:
How about an activation delay? Instead of speed modules being your emergency escape button, they would have to go through a short "warm-up" cycle before kicking in. This would force people to use more foresight, or restrict the use of them to positioning. However, as I said earlier, we could keep slower, instant ones as a variant as well.
pé¦pé½péªpâêpü»püäpüäpüêpéÆF¿Çpüúpüƒn+ƒ
pü»püäpéÆF¿Çpüúpüªpâ¬péñpâòpâ½n+ü
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2470
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Posted - 2014.09.01 21:48:00 -
[426] - Quote
Cheydinhal Guard wrote: In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
Assault CR users can actually kill my calsent before my HMG reticle tightens fully when I'm unloading. When I run the CalSent the Burst HMG is not optional, it's the only option that is survivable.
The only exception to this rule is the forge gun at 120+ meters. Because if I can't beat you in close I'll outrange and out-alpha you. |
Cheydinhal Guard
Abandoned Privilege Top Men.
185
|
Posted - 2014.09.01 21:58:00 -
[427] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote: In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
Assault CR users can actually kill my calsent before my HMG reticle tightens fully when I'm unloading. When I run the CalSent the Burst HMG is not optional, it's the only option that is survivable. The only exception to this rule is the forge gun at 120+ meters. Because if I can't beat you in close I'll outrange and out-alpha you. I don't see very many CalSents, and when I do I'm never running the ACR. It's the damn bricked CalAssaults and CalScouts that turn my ACR into a peashooter.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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SirManBoy
Molon Labe. General Tso's Alliance
650
|
Posted - 2014.09.01 22:10:00 -
[428] - Quote
Mobius Kaethis wrote:CCP Rattati wrote: Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Is this going to be paired with WP rewards related to the tier of injector used? I know this was talked about by the Devs a while ago but we haven't heard specifics about this idea for a long time.
I really loved the tiered WP rewards idea for injectors and badly wanted it to deploy with Charlie but a design roadblock prevents it from being something that can be hotfixed. Like me, you clearly recognize the complimentary nature of these two proposals; they would have been absolutely beautiful together. Unfortunately, the injector buff will have to act as a consolation rather than a compliment to tiered WP. |
Michael Arck
5361
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Posted - 2014.09.01 23:25:00 -
[429] - Quote
What are the proposed numbers for the assault and burst changes? If somebody can direct me to the page id it was mentioned, that would be great.
Edit: talking about HMG.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Zindorak
1.U.P
777
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Posted - 2014.09.01 23:56:00 -
[430] - Quote
TYCHUS MAXWELL wrote:Zindorak wrote:Yes thank you for fixing the scrubby redline campers. But i will ask why nerf ScR Rof? In CQC i try to spam the trigger to shred my enemies will this be possible anymore? And As a little cherry on top can i haz little bit of prenerf ScP performance back pwease? You answered why they would change it yourself, lol. As for the hotfixes, I think once again the game is on the right track of reaching near perfect balance. Good Job, Rattatai. Only thing I'd add is maybe higher dispersion on the standard variant of RR, much for the same reason that the dispersion should be raised on the standard ScR. They are precision rifles that excel at both CQC and medium range which is why they tend to outshine the CR and AR in CQC, while logically outperforming them at range. lol
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Freccia di Lybra
Maphia Clan Corporation
318
|
Posted - 2014.09.02 00:14:00 -
[431] - Quote
Bringing this to CCP Rattati attention. This video best summarize my previous post. Can you guys do something through hot fix? (1:50)
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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The-Errorist
SVER True Blood
811
|
Posted - 2014.09.02 00:15:00 -
[432] - Quote
I support having the scrambler rifle's damage profile against shields & armor being changed to -15%/+15%. I also support the idea brought up by Cass Caul and others to split the laser category into 2: beam and pulse lasers, and have pulse lasers have +15/-15% and beam lasers stay at the current +20/-20%.
I know you won't be changing all of these at once, but it would bring full damage type parity.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Meee One
Hello Kitty Logistics
1050
|
Posted - 2014.09.02 01:09:00 -
[433] - Quote
Tesfa Alem wrote: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? Tanks have a vertical advantage,ADS have a horizontal advantage.
HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs.
ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter.
Large blaster dispersion should have remained nerfed.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
105
|
Posted - 2014.09.02 01:19:00 -
[434] - Quote
Meee One wrote:Tesfa Alem wrote: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? Tanks have a vertical advantage,ADS have a horizontal advantage. HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs. ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter. Large blaster dispersion should have remained nerfed. Ads`s really arent god mode. I know youre a know-it-all but ads`ing you really dont know.Please go twiddle your fingers and stop trying to get vehicles nerfed. Wait better idea how bout you make a dropship alt and tell me how you get so many kills and have no counters. |
manboar thunder fist
Dead Man's Game
100
|
Posted - 2014.09.02 01:21:00 -
[435] - Quote
Lol a tank can down an incubus with a large missile launcher in less than 4 seconds.
Drop ships can be rammed, same as suicide lav rlly They have to deal with terrain and buildings too. Stop repeating yourself. Your 4 points re just two points. And even a large blaster turret can almost kill a drop ship automatically if the pilot doesn't react immediately
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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MarasdF Loron
Fatal Absolution General Tso's Alliance
970
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Posted - 2014.09.02 01:53:00 -
[436] - Quote
CCP Rattati wrote:manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is I would rather not go into this bitter dispute, but let's make something absolutely clear. An ADS pilot, can, with afterburners literally always avoid death. A solo swarm can not destroy an ADS, much less in 5 seconds and certainly not "every time he shows his face". The good pilots all know and admit this and are running crazy KDR's, especially if two proto swarmers and one proto forger are what is necessary to down an ADS, then one must admit it is in a good place. We are however, willing to make the ADS cheaper to fly so more people can skill into and enjoy them, and make swarm turn radius less drastic so skilled pilots can do combat maneuvers around buildings and terrain to avoid them. I would say almost always, not always. And that is only if the ADS pilot wants to be totally useless in the match. If he/she gets hit once and activates afterburner then it means that it's not participating in the fight at all, ever, because I never run into any matches where I am not under constant AV fire in my ADS. I have 2 choices when AV first shows up, fight them or afterburner away and recall because when AV shows up, it doesn't give up until it's job is done or the match ends. I'm sure I don't need to go into more deeper details as to why it is only almost always. *Hint, knockback*
But that said, I don't care even if ADS died to the first hit and that one shot would always connect, no matter where you aimed and where you were when you fired. I've lost interest in vehicles entirely ever since 1.7. I'm only using them because I can't skill out of them. Up until this point I've been fighting for vehicles just for show, I wanted to give the impression that I care, but I really don't. I actually gave up hope on vehicles when 1.7 vehicle changes were announced, but I wanted to give them a try, to think that maybe CCP knows better than us players and that maybe we are being delievered what we've been promised, but nope.
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manboar thunder fist
Dead Man's Game
100
|
Posted - 2014.09.02 02:02:00 -
[437] - Quote
Gives up on ads. Change what you want. If they were that op that pilots almost never die the. Most pilots wouldn't be the poorest people in dust. I'm going to make a shabby phone shot compilation of me dying in ads to show people what's it actually like.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Gabriella Grey
Onslaught Inc RISE of LEGION
139
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Posted - 2014.09.02 02:08:00 -
[438] - Quote
Meee One wrote:Tesfa Alem wrote: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? Tanks have a vertical advantage,ADS have a horizontal advantage. HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs. ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter. Large blaster dispersion should have remained nerfed.
If the ADS pilot is a python pilot he has to worry about Incubus ADS pilots, and HAV's along with installation turrets, added to swarms and forge guns. Please stop goading more ignorance to a dropships mechanics. This is the reason why CCP's data collecting, and thoughts of wanting to see every dropship destroyed is become such a huge issue. Dropships only have a total of 4 module slots available, with a much more limited amount of points to spend. The problem with dropships is their modules, turrets, and PG/CPU consumption. Dropships have a much harder time engaging each other, the slightest bump on specific types of dropships renders them destroyed, and don't forget how can you expect a dropship to fight you when every swarm and forge gunner looks the same. I guess there are simply those who only want the game to play if it only benefits their style, and that is the reason why Dust 514 has yet to truly live up to it's potential. If CCP and the CPM's keep bending to the rants of people who simply don't want to be killed by something they don't like, then this game will never advance. It would be interesting to hear what roles many would say an Assault Dropship's role should be.
Always Grey Skies
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manboar thunder fist
Dead Man's Game
102
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Posted - 2014.09.02 02:16:00 -
[439] - Quote
Gabby your words always move me and seem thoughtful.
Personally I see the ads as a fire support, high damage, low tank vehicle capable of withstanding singular av attacks only for a few hit and runs but threatened by multiple sources of av to the point where an ads can no longer do its job when av is present.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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shady merc
RisingSuns Dark Taboo
55
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Posted - 2014.09.02 02:23:00 -
[440] - Quote
Don't really agree with the nanite injectors getting a buff. I would rather see their current percentage split between shield and armor. Nanite injectors especially in ambush help create the blob effect. The blob effect is when the entire team groups together in a small section. While it is a good strategic play and is often the reason proto squads due so well(team coordination and focused fire).
While I am not against the blob effect entirely I believe to many things are beneficial to it making it the go to tactic. If both teams do this you create a very boring stand off that comes down to tank and gank only. Infact you almost have to blob up if the other team does, sure you can send a couple people to flank but more then likely your front line will break and where ever you flanked to becomes your new front line.
This is seen on many ambush maps as the way to go. Not only that but it truly effects other play style, and can typically render them mute. Shotgun, nova knifes and to some extend AR are going to go on a suicide run to make some points, and flanking becomes a death wish as once they know you are there they will have a couple guys to chase you down. Picking up the down players on the way.
My point is we are already giving so many bonuses for staying very close together. Rep tools, triage nano hives, drop links, team coordination, nanite injectors. Do we need to give another boost to the blob tactic? I would rather see we do something to help break the blob down to where we see more 4-6 man groups moving across the field instead of a giant 16 man clump sitting on some hives. |
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manboar thunder fist
Dead Man's Game
103
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Posted - 2014.09.02 02:31:00 -
[441] - Quote
No point dying as soon as you are picked up. Plus gives a much needed buff to shield drop suits which suffer from being useless in team combat due to armor repairing equipment.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.02 02:32:00 -
[442] - Quote
manboar thunder fist wrote:Gabby your words always move me and seem thoughtful.
Personally I see the ads as a fire support, high damage, low tank vehicle capable of withstanding singular av attacks only for a few hit and runs but threatened by multiple sources of av to the point where an ads can no longer do its job when av is present.
Thanks, and yes that is how arial vehicles always are. Most people don't understand dropship pilots are pushing fittings to the max just so they can achieve this. Most don't understand your 3100 Shield Caldari, or double hardener Incubus still gets shot down rather easy. They have no clue 3100 shields is no use without an hardener, and the glitch penalty of adding a heavy shield extender makes the Caldari dropship move like a weighted incubus with armor plates. I can't imagine what would they think if fighters were introduced. They would probably scream that they can't shoot swarms at that too despite shooting something from off of your shoulder at something of that nature and destroying it is an extremely long shot.
Always Grey Skies
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manboar thunder fist
Dead Man's Game
103
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Posted - 2014.09.02 02:37:00 -
[443] - Quote
Swarms should be shoulder mounted free fire large missile launcher like weapons dealing high damage if they hit and low damage (but possibly some, an Rpg is needed) against infantry
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.02 02:45:00 -
[444] - Quote
manboar thunder fist wrote:Swarms should be shoulder mounted free fire large missile launcher like weapons dealing high damage if they hit and low damage (but possibly some, an Rpg is needed) against infantry
Edit- 12 shot rapid fire flaylock launcher :O
This would work in a balanced game. Perhaps swarm launchers should be jet turrets and not something to walk around.
Always Grey Skies
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Snake Sellors
Hellstorm Inc General Tso's Alliance
387
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Posted - 2014.09.02 05:23:00 -
[445] - Quote
bamboo x wrote:they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen. they operate completely independent of a logi and technically they resist HMGs more as it is because of proficiency.
the only thing amarr's armor resists is projectiles. the other resistance is -10 hybrid rail against their shields. which is next to useless because we can't even run a shield extender anymore.
this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS.
snipers I really feel your pain right now.
they do now jackass.
Caldari sentinel. 4 high 1 low
gallente sentinel 2 high 3 low
minmatar sentinel 3 high 2 low
Amarr sentinel 1 high 4 low.
Technically they should resist against them better. which is what i said, at the moment they do not. they operate independently of a logi yes, poorly. and not much better with one.
the calsentinel has the lowest hp, there are assault suits that have more ehp than the calsent. to be effective you need to increase both shield points and reps with the calsent, not enough reps and you will die alot because you aren't using it's strengths.. not enough shields, your reps wont matter because nearly all weapons have high enough dps or alpha damage that you won't get the chance to repair anyway.
this will actually make them a contender.. oh i see your problem.
at least you have sympathy for my main role... thank you for that.
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Jack Boost
Zarena Family
457
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Posted - 2014.09.02 06:22:00 -
[446] - Quote
Swarms vs ADS...
One sentece: Please allow to ride lav and shoot with infranty weapon from it (passenger and/or gunner).
Range: clear Speed: clear LAV: more usage then now, AV+
This mean for CCP more vehicles down more ISK sink = more ppl fun.
And rodeo may start :)
Not much time left...
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
451
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Posted - 2014.09.02 06:44:00 -
[447] - Quote
LAV vs ADS good working
DUALSHOCK 4 -¢-â-ç-ê-¦ -+-¦ -¦-ï-¦-¦-¦-é )
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Imp Smash
Molon Labe. General Tso's Alliance
219
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Posted - 2014.09.02 07:26:00 -
[448] - Quote
Cody Sietz wrote:Minmatar getting a ehp increase? I hope they lose some speed for that.
Also, ni mention of Gallente sentinel getting a slight repair bonus for losing it's low slot? Just a 1-2 point buff would make up for it.
Minmatar Heavy underperforming. Hp Buff to compensate (id rather NOT -- rather have a PG CPU buff) Why a speed nerf? Then they still underperform o.O |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
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Posted - 2014.09.02 07:51:00 -
[449] - Quote
Because the idea of a fast heavy fills talentless assault pubbies with terror.
It might escape, regen and kill them when they chase it.
I do that a lot. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1646
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Posted - 2014.09.02 07:55:00 -
[450] - Quote
Of all the things I was hoping to see, where is the logi rebalancing?
Shoot Scout with yes.
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