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Thread Statistics | Show CCP posts - 15 post(s) |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
198
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Posted - 2014.09.02 21:32:00 -
[481] - Quote
JDEZ09 wrote:If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. Um. I probably should have said this earlier, but I though someone else would have corrected you by now. I've seen you say this 4 separate times today...
...but uh, the Hybrid/Railgun damage profile is -10/+10, not -10/+20.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2492
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Posted - 2014.09.02 21:46:00 -
[482] - Quote
Fizzer XCIV wrote:JDEZ09 wrote:If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. Um. I probably should have said this earlier, but I though someone else would have corrected you by now. I've seen you say this 4 separate times today... ...but uh, the Hybrid/Railgun damage profile is -10/+10, not -10/+20.
SHHHH! I'm trying to figure out what drugs he's on and where to get some! It's good **** apparently!
On a more serious note the actual damage profiles (currently) are as follows:
Laser +20/-20 Projectile -5/+10 Rail -10/+10 Plasma +10/-10 Explosive -20/+20 |
Atiim
11812
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Posted - 2014.09.02 21:47:00 -
[483] - Quote
Feel free to use this for future reference on Damage Profiles.
DUST 514's 1st Matari Commando
-HAND
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
203
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Posted - 2014.09.02 22:09:00 -
[484] - Quote
That is going to be outdated pretty soon here. I wouldn't recommend it for future use. |
Kin Cat
Another Clone in the Wall
1
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Posted - 2014.09.03 00:23:00 -
[485] - Quote
This should be put up to a vote like the ambush thread was. And a 10/10 profile should be included. |
Temias Mercurial
Knights Of Ender RISE of LEGION
197
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Posted - 2014.09.03 01:12:00 -
[486] - Quote
Kin Cat wrote:This should be put up to a vote like the ambush thread was. And a 10/10 profile should be included.
But that's blaster weaponry damage profile...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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The dark cloud
The Rainbow Effect
4038
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Posted - 2014.09.03 01:20:00 -
[487] - Quote
There is nothing to discuss about the profile change. Its just natural that a minmatarr weapon is suposed to hurt amarr dropsuits. While the amarr weapons are supposed to hurt minmatarr suits more cause of speed tanking goes in hand with shields. Its just a lore perspective thing. And to be honest it makes the game more balanced due to the rampant popularity of armor tanked suits. At the same time it finally achieves a change where shield heavys can stand up to armor heavys in a relatively equal fight.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Kin Cat
Another Clone in the Wall
4
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Posted - 2014.09.03 03:00:00 -
[488] - Quote
anyway
will a sniper have less range than a forge gun now? technically giving them more damage SHOULD help fill the void from OBs not getting dropped on reds camping on buildings, but if it's under 300 meters they will be easy prey for forge gunners |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2505
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Posted - 2014.09.03 05:16:00 -
[489] - Quote
Kin Cat wrote:anyway
will a sniper have less range than a forge gun now? technically giving them more damage SHOULD help fill the void from OBs not getting dropped on reds camping on buildings, but if it's under 300 meters they will be easy prey for forge gunners
should be 320. dead even with FG |
manboar thunder fist
Dead Man's Game
112
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Posted - 2014.09.03 07:03:00 -
[490] - Quote
200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2509
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Posted - 2014.09.03 07:26:00 -
[491] - Quote
manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city 200m is too short for a sniper rifle. WAAAAAY too short. |
Seigfried Warheit
Caught Me With My Pants Down
354
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Posted - 2014.09.03 08:26:00 -
[492] - Quote
Will you be adding proto variant of the breach and burst ScP with the sidearm balancing?
I am a prof. V scrub. I have no honor
The best strategy is not to wear pants
Most overhyped by Gabriella Grey
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Leanna Boghin
Paradox Pride
427
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Posted - 2014.09.03 09:05:00 -
[493] - Quote
Many Must Die wrote:Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods. Thats why you bring in the Dropship (people forget dropships are a snipers worst enemy) and either smash it on his head or drop a couple nasty heavies wit boundless machine guns on top of him. Again Sniping is not risk free. People are just too lazy to actually switch to a sniper fit and take out that nasty sniper or call in an ads and go kill them. And yes i have with an ishukone sniper rifle and i had no problem killing them. Try shooting them in the head next time.
I snipe in the redline because i know it pisses you off
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 16:41:00 -
[494] - Quote
Leanna Boghin wrote:Many Must Die wrote:Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods. Thats why you bring in the Dropship (people forget dropships are a snipers worst enemy) and either smash it on his head or drop a couple nasty heavies wit boundless machine guns on top of him. Again Sniping is not risk free. People are just too lazy to actually switch to a sniper fit and take out that nasty sniper or call in an ads and go kill them. And yes i have with an ishukone sniper rifle and i had no problem killing them. Try shooting them in the head next time.
this can be difficult if the heavy suit toting a sniper is in the red line. Most times 9/10 a heavy using a sniper rifle like a thale is deep within the redline or on top of their own MCC. Trying to eliminate these type of snipers are not always guaranteed unless you wish to risk an entire dropship to red line timer, or can attack in the redlines without installation turrets, HAV's or AV keeping you away. from them. Then it would be feasible. The sniper should not be an extreme chore for infantry and is no different than when HAV's were equipped with rail turrets shooting from one area of the red line across the map, but just on a smaller scale. This sniper rifle really needs to be limited to the scout only, due to even medium suits are quite difficult to destroy with a sniper rifle. I think if CCP does this we will see less difficulty for infantry dealing with snipers, and those who are skilled with the craft not effected. Then just maybe we will see better work focus on improving how the sniper rifle operates as a whole in the game.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 16:49:00 -
[495] - Quote
manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city
I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves...
Always Grey Skies
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Gelan Corbaine
Gladiators Vanguard
481
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Posted - 2014.09.03 17:33:00 -
[496] - Quote
Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves...
Sooooooooo what should a Cal Commando use instead?
No job is worth doing if you don't get paid in the end .
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 17:52:00 -
[497] - Quote
Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead?
Every other light arm available that is out there with the exception of the sniper rifle.
Always Grey Skies
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2516
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Posted - 2014.09.03 17:57:00 -
[498] - Quote
Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead?
apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle...
And if you only allow scouts to have sniper rifles...
Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus |
Gabriella Grey
Onslaught Inc RISE of LEGION
140
|
Posted - 2014.09.03 18:06:00 -
[499] - Quote
Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus
Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Always Grey Skies
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Dj grammer
New Age Empire. General Tso's Alliance
347
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Posted - 2014.09.03 18:19:00 -
[500] - Quote
Gabriella Grey wrote:Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Minmatar Commando also gets the bonus damage to explosives so the Swarm Launcher is a bit better on Minmatar if you want to be a tank killer. I rarely use the mass driver on my Minmatar Commando; The only time I would use the mass driver on my commando suit is if the enemy's tank(s) are not a threat or I'm playing Ambush (non-oms)
Darkness is a Beginning, you see, not an end.
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S-PANZA
Expert Intervention Caldari State
54
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Posted - 2014.09.03 19:43:00 -
[501] - Quote
With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. |
BL4CKST4R
La Muerte Eterna Dark Taboo
2995
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Posted - 2014.09.03 20:07:00 -
[502] - Quote
S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge.
Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP.
supercalifragilisticexpialidocious
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S-PANZA
Expert Intervention Caldari State
54
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Posted - 2014.09.03 20:38:00 -
[503] - Quote
BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear.
A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards.
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Temias Mercurial
Knights Of Ender RISE of LEGION
198
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Posted - 2014.09.03 20:43:00 -
[504] - Quote
S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards.
The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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S-PANZA
Expert Intervention Caldari State
54
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Posted - 2014.09.03 20:51:00 -
[505] - Quote
[quote=Temias Mercurial]Quote:
The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
Not true, Ive killed every sniper Ive seen on top of the MCC....and I no doubt have been lower than them. In fact they are EZ to kill, they show up real good. That was with the old reticule.
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TritusX
PH4NT0M5
17
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Posted - 2014.09.03 23:25:00 -
[506] - Quote
Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder
Scout 514 forever
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Temias Mercurial
Knights Of Ender RISE of LEGION
198
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Posted - 2014.09.04 00:47:00 -
[507] - Quote
TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder
I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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CCP Rattati
C C P C C P Alliance
6572
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Posted - 2014.09.04 05:26:00 -
[508] - Quote
Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
it will overheat quickly, it is not meant to stand up to any Heavy with a STD HMG
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Many Must Die
Nos Nothi
13
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Posted - 2014.09.04 05:49:00 -
[509] - Quote
Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
there is cheap (225 isk, 25 LP) & no skill variant Republic HMG from Minmatar LP shop with better stats & fitting req. than militia HMG will be... so presence of militia HMG doesn't change anything.
Keeriam
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CCP Rattati
C C P C C P Alliance
6576
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Posted - 2014.09.04 05:58:00 -
[510] - Quote
Many Must Die wrote:Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds). there is cheap (225 isk, 25 LP) & no skill variant Republic HMG from Minmatar LP shop with better stats & fitting req. than militia HMG will be... so presence of militia HMG doesn't change anything.
Except for new players
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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