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Thread Statistics | Show CCP posts - 16 post(s) |
Doc DDD
TeamPlayers Negative-Feedback
358
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Posted - 2015.02.24 01:33:00 -
[391] - Quote
True Adamance wrote:Doc DDD wrote:True Adamance wrote:Doc DDD wrote:Pokey Dravon wrote:Not to mention if Rattati goes ahead and adds Regulators, 2 complex regs will drop the recharge delay to 1.8 seconds.....faster than most infantry AV weapons can refire. It'll be awesome. If the regulators are also rechargers, otherwise the proposed rate will still underperform with one hardener limitation as the shield tank will need to find cover to start repping. If it needs cover then pilots will end up stacking armor plates to ensure they make it to cover in the first place. Basically shields will rep under 1000 hp between Missile volleys if they don't take any damage in between, and 120 damage between rail blasts if one shot misses. I'll take the armor plate thanks. You are not supposed to passively for any reason repair a significant amount of HP during Large Turret reloads. Prolific regeneration is the sole domain of active modules. That would mean armor repairers need a nerf to become active to follow suit. Boosters would need to be fixed to repair damage under fire and cost less cpu/pg. And instead of regulators on my shield tank it will still make more sense to fit a plate. Yup Passive Armour reps need to die in a fire. Ideally the conflict between shield and armour mods should be intense enough that fitting both is less valuable than fitting on single tank type.
Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5044
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Posted - 2015.02.24 01:40:00 -
[392] - Quote
Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
360
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Posted - 2015.02.24 01:49:00 -
[393] - Quote
Pokey Dravon wrote:Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however.
If complex heavy shield boosters repped 250 every half second over 5 seconds then, 2500 total, then they would work properly and be worth fitting. It's the single boost that gets disrupted with damage. If one 250 hp boost gets interrupted then there is plenty to follow. I am guessing armor should rep lower rates over a longer period.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5044
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Posted - 2015.02.24 02:11:00 -
[394] - Quote
Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however. If complex heavy shield boosters repped 250 every half second over 5 seconds then, 2500 total, then they would work properly and be worth fitting. It's the single boost that gets disrupted with damage. If one 250 hp boost gets interrupted then there is plenty to follow. I am guessing armor should rep lower rates over a longer period.
Well I'm not entirely opposed to a singular pulse of shield HP, and then another type that reps in smaller, multiple bursts over a 5 second period. Even in EVE you have types of shield boosters that work both ways more or less, and they each have their purposes.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17230
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Posted - 2015.02.24 02:23:00 -
[395] - Quote
Pokey Dravon wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however. If complex heavy shield boosters repped 250 every half second over 5 seconds then, 2500 total, then they would work properly and be worth fitting. It's the single boost that gets disrupted with damage. If one 250 hp boost gets interrupted then there is plenty to follow. I am guessing armor should rep lower rates over a longer period. Well I'm not entirely opposed to a singular pulse of shield HP, and then another type that reps in smaller, multiple bursts over a 5 second period. Even in EVE you have types of shield boosters that work both ways more or less, and they each have their purposes.
Except one is loaded with specific charges that are consumed when used and have insanely long cool downs.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5044
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Posted - 2015.02.24 02:42:00 -
[396] - Quote
True Adamance wrote:Except one is loaded with specific charges that are consumed when used and have insanely long cool downs.
Well sure but the rough equivalent in Dust would be similar to the Boosters we currently have.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
360
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Posted - 2015.02.24 02:54:00 -
[397] - Quote
And the problem with Dust us that the single large boost doesn't work if you are taking damage ie. Useless when you need it. I just want something that works that doesn't take the devs 3 years to figure out why it's bugged. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17230
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Posted - 2015.02.24 02:55:00 -
[398] - Quote
Pokey Dravon wrote:True Adamance wrote:Except one is loaded with specific charges that are consumed when used and have insanely long cool downs. Well sure but the rough equivalent in Dust would be similar to the Boosters we currently have.
Y'know one day I dream of having to load tanks with Ancillary Charges, Ammunition, Flares or ECM Scripts, Cap Boosters..... etc
So that tanks actually function like terrestrial EVE ship counterparts
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Doc DDD
TeamPlayers Negative-Feedback
360
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Posted - 2015.02.24 02:57:00 -
[399] - Quote
For one large boosts maybe 10 small boosts over 1 second ( 1/10th sec each ) would work around damage bug. |
duster 35000
Algintal Core Gallente Federation
295
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Posted - 2015.02.24 03:36:00 -
[400] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Except one is loaded with specific charges that are consumed when used and have insanely long cool downs. Well sure but the rough equivalent in Dust would be similar to the Boosters we currently have. Y'know one day I dream of having to load tanks with Ancillary Charges, Ammunition, Flares or ECM Scripts, Cap Boosters..... etc So that tanks actually function like terrestrial EVE ship counterparts Legion
Molestia approved
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1776
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Posted - 2015.02.24 03:44:00 -
[401] - Quote
Pokey Dravon wrote:Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however.
I proposed Shield booster Ideas up there.
Acquire Currency, Disregard Female Canis lupus familiaris
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Lorhak Gannarsein
Nos Nothi
4326
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Posted - 2015.02.24 07:54:00 -
[402] - Quote
Doc DDD wrote:For one large boost to work, try to program it as 10 small boosts over 1 second ( 1/10th sec each ) would work around damage bug.
maybe the problem there is that every single repair source in the game runs on a per-second basis i'm assuming that it isn't possible to change that. It may be possible for the booster to momentarily set the amount of damage required to break shield regen to some arbitrarily high number, to make it impossible to deal enough damage to break the regen before the booster fires.
(so, for the sake of argument it takes 50 damage to break regen now; make a booster change that number to 5000 for one second, which would be just long enough to force the regen to take place).
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Kaeru Nayiri
Ready to Play
501
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Posted - 2015.02.24 18:19:00 -
[403] - Quote
I honestly have no preference between lump sum shield boost or progressive, multi-cycle shield boosting. However, in both cases I expect to receive every drop of HP promised. There is no point in breaking it down into many little 250HP increments if you are STILL GOING TO LOSE SOME due to a glitch. Don't band-aid this, find the issue.
https://www.youtube.com/watch?v=o4_ohYc3QBM
(if you set the video to 720 you can read the HP values to confirm the bug) |
Kaeru Nayiri
Ready to Play
501
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Posted - 2015.02.24 18:29:00 -
[404] - Quote
Vulpes Dolosus wrote:Oh, one more thing.
PLEASE DONT TOUCH PG MODS.
They are absolutely crucial in literally ALL my DS fits, ADS and STD alike. I can't speak for CPU mods, but I know I have tight fits on all my vehicles as is.
I have not read through all 22 pages of this thread, but I can confirm that the above is very true. All drop ships without exception from the Viper to the Incubus to the Myron need PG Upgrades, and fill their CPU and PG to the brim. There would have to be a blanket CPU increase to mitigate the new cost in CPU of a complex PG upgrade. Just enough to take on the new PG fitting cost. |
Balistyc Farshot
The Exemplars RISE of LEGION
62
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Posted - 2015.02.24 18:49:00 -
[405] - Quote
I think the new hulls look good. The modules could stand to be expanded to cover more diverse styles (Add some base speed enhancers or fuel injector enhancers like kin cats), but this was about hulls.
Is there a plan to change the handling (Turn speed of the tanks) or is that going to be the same for all tanks? Same question for turrets? I didn't see any changes to those stats and wanted to confirm that.
Thanks!
Heavy with a massive bullet hose called Lola (Burst HMG).
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1280
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Posted - 2015.02.24 22:50:00 -
[406] - Quote
duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing.
Tanks - Balancing Turrets
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duster 35000
Algintal Core Gallente Federation
296
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Posted - 2015.02.24 23:23:00 -
[407] - Quote
Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. Top tier physics.
Gunlogi loses a high slot if they fit nitro...less hp, etc..
Molestia approved
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17248
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Posted - 2015.02.25 00:53:00 -
[408] - Quote
Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing.
THE ARROGANCE IS OVER 9000!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Takahiro Kashuken
Red Star.
3964
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Posted - 2015.02.25 11:28:00 -
[409] - Quote
True Adamance wrote:Takahiro Kashuken wrote:True Adamance wrote:Takahiro Kashuken wrote:Pokey Dravon wrote: The primary issue when we had the 3 slot system was that the Gunnlogi didn't need any modules to have very good regen, so they could fill their 'regen slot' with the second hardener. Had they required a module to get really good regen, the stacking of hardeners would have been non-issue.
They took away the regen module with the 1.7 vehicle rebalance. Also they removed 2 slots so less variety and more focus on defence and trying to limit the damage, boosters are still bugged and unreliable so the choice is hardeners and something else. CCP actions caused these problems, they were not a problem before 1.7 and any problems that were around were due to swarms and that the Gunnlogi was 2nd best due to 10sec hardeners. His inference was that the Gunnlogi could effectively have a rep/sec rate of 168 (higher than a single complex [with skills V] armour repairer) without having to fit a module at all. That gave it a huge edge over the Madrugar counter part since you could couple that rep rate with higher module based and natural resistances and higher total eHP's. It only has a rep/sec rate of 168 IF you are not taking damage. You do not get that rep rate immediately, you have to wait and pray that nothing hits you so essentially it is not there. The complex armor repairer at the time was 150 a sec i think before it got nerfed hard and also it worked all the time. The 4 second delay was incredibly manageable. In many respects too easy to manage for the prolific nature of the reps that did not require a module. I've basically be using the two common Gunnlogi fits since their inception.....half the reason the 5300 one works as well as it does is that it has enough hardened and unhardened tank to survive until you could get your shield regen to kick in. It was basically a passive tank for all intents and purposes but with significantly higher rep values than it should have had. I don't think it is unreasonable to suggest that a passive shield rep rate take 90 seconds without imput from boosters.
The 5300 HP Gunnlogi was never used in a PC and never will be because frankly it is useless.
It is a pub fit at best and also the regen can be stopped and the only way you escape is by hiding in the redline or having AV save you. |
Lorhak Gannarsein
Nos Nothi
4341
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Posted - 2015.02.25 14:54:00 -
[410] - Quote
Takahiro Kashuken wrote:True Adamance wrote:I've basically be using the two common Gunnlogi fits since their inception.....half the reason the 5300 one works as well as it does is that it has enough hardened and unhardened tank to survive until you could get your shield regen to kick in.
It was basically a passive tank for all intents and purposes but with significantly higher rep values than it should have had. I don't think it is unreasonable to suggest that a passive shield rep rate take 90 seconds without imput from boosters. The 5300 HP Gunnlogi was never used in a PC and never will be because frankly it is useless. It is a pub fit at best and also the regen can be stopped and the only way you escape is by hiding in the redline or having AV save you. hate to agree with him, but he's right; a combination of damage mods, plates and hardeners tends to be most effective in terms of both raw eHP vs DPS and in terms of regeneration; the 5300 shield fitting can absorb a first strike before you activate hardeners, true, but it prevents you from taking damage mods and complex extenders are extremely resource-intensive and prevent you using your low slots for tank.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Balistyc Farshot
The Exemplars RISE of LEGION
65
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Posted - 2015.02.25 14:59:00 -
[411] - Quote
True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000!
Great quote! +1 for that.
BTW - Like I posted earlier, I would like to see ways to build the solo tanks to be either slow ponderous bricks that can't be blown up but are basically stationary (Resolves our dropping in turrets issue!) or little and lighting fast, like an encased LAV with a Particle Cannon Railgun.
See where I am going with this?
Then the number of fittings is infinite and tank tactics change a lot. You think your gunlogi is the shizznit, well I go get my zippy railtank, run circles around you hitting your sweet spot till boom. Then I get 2 swarms and I am toast (And I don't complain about AV while being toasted).
It could make tanks like the fittings, scout, logi, heavy. Assault/Commando, lets not go there yet.
The main concern would be too many tanks on the battlefield.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Spkr4theDead
Red Star.
2999
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Posted - 2015.02.25 16:38:00 -
[412] - Quote
duster 35000 wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. Top tier physics. Gunlogi loses a high slot if they fit nitro...less hp, etc.. It's exactly that, Tebu. If you tanked, you would know that.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1281
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Posted - 2015.02.25 16:38:00 -
[413] - Quote
True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000!
Naw, WAY higher than that!
But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go.
Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D.
Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it.
Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work.
Tanks - Balancing Turrets
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Doc DDD
TeamPlayers Negative-Feedback
361
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Posted - 2015.02.25 18:59:00 -
[414] - Quote
Tebu Gan wrote:True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000! Naw, WAY higher than that! But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go. Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D. Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it. Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work.
Nitro Gunlogis rely on broken mechanics,
Tank hits nitro then pushes back and forth back and forth back and forth back and forth...
Transmission should drop out of tank and explode but instead you often have to aim behind tank to hit as server lag thanks to lame ' tank strafing ' kicks in.
It's more useful realistically on a madrugar as they need the acceleration and to escape one AV player.
Breaking hit detection doesn't make the game any better, should have inertia when changing directions.
It's like saying equiping a module that made you strafe faster than a minmitar assault using keyboard mouse is great defensive ability that is good for the game. As soon as you have to guess where the server thinks your shot is going compared to what is on your screen, due to point blank shots doing zero damage, you are making the game worse.
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Doc DDD
TeamPlayers Negative-Feedback
361
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Posted - 2015.02.25 19:03:00 -
[415] - Quote
And out of curiousity, will DHAVS be able to fit a Nitro?
That could make things pretty silly. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7366
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Posted - 2015.02.25 19:18:00 -
[416] - Quote
Doc DDD wrote:And out of curiousity, will DHAVS be able to fit a Nitro?
That could make things pretty silly. Most likely.
With the way they're proposed to work they need some way of escaping pissed off ground AV
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17277
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Posted - 2015.02.25 19:52:00 -
[417] - Quote
Tebu Gan wrote:True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000! Naw, WAY higher than that! But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go. Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D. Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it. Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work.
That..... response.....was actually in no way as antagonistic as I thought it would be. I have used it by I'm not a fan of light tanks or haven't been since Uprising 1.4. Apologies for the earlier comment.
Regardless speed is not generally my thing and likely won't be something I worry about until I can get my hands on an Amarrian HAV because it is coming.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.25 20:53:00 -
[418] - Quote
Doc DDD wrote:
Nitro Gunlogis rely on broken mechanics,
Tank hits nitro then pushes back and forth back and forth back and forth back and forth...
Transmission should drop out of tank and explode but instead you often have to aim behind tank to hit as server lag thanks to lame ' tank strafing ' kicks in.
It's more useful realistically on a madrugar as they need the acceleration and to escape one AV player.
Breaking hit detection doesn't make the game any better, should have inertia when changing directions.
It's like saying equiping a module that made you strafe faster than a minmitar assault using keyboard mouse is great defensive ability that is good for the game. As soon as you have to guess where the server thinks your shot is going compared to what is on your screen, due to point blank shots doing zero damage, you are making the game worse.
Broken mechanics, I can hardly agree with that one.
You honestly can't call it broken hit detection when where your shot is no longer where the other tank is. I've come against this and used it, and it requires you to slow down when it comes to dealing with it. And the nitro works against the user just as much as it can work for them.
You think it's hard hitting a nitro gunnlogi, try hitting something while using that nitro. It's not exactly "easy". Then there's the fact that by using one, you are sacrificing tank so you honestly can't eat too many shots.
As for your last part, honestly man, it just doesn't apply. You are ALWAYS predicting movement when using the rail. You don't shoot at distant targets (dropships are good examples) by simply aiming exactly where they are at. You always lead. It's not hit detection, it's simply you missing your shot.
I mean I'm not trying to be a **** here, I've just come across a few tankers that were able to compensate for the change in acceleration and over come it. As I myself have done before against them. You recognize what you are fighting and compensate in whatever way needed. I've never seen any indication that the hit detection itself was "broken" as you indicate.
It's simply that I was aiming forward and firing as they either stop in their tracks or move backward or forward. And it's honestly not hard to compensate or even predict their movements. Sure you are going to miss but that's their D, and if you are stacked more than them, you can take those few shots they are putting out more than they can take them.
Nothing "broken" there, just a mechanic that requires a different approach to handling. And it's not like that nitro last forever. If things stay as planned, you are going to really hate the Dhav. Speed is key, and when we say speed is key that means AVOID being hit, rather then taking hits.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1282
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Posted - 2015.02.25 20:55:00 -
[419] - Quote
True Adamance wrote:Tebu Gan wrote:True Adamance wrote:Tebu Gan wrote:duster 35000 wrote: A gunlogi with nitro is worse than a maddy with nitro.
REALLY! That's a new one. Guess that speed is too much to handle for most tankers. Must be a top tier tanker thing. THE ARROGANCE IS OVER 9000! Naw, WAY higher than that! But anyways, you aren't "sacrificing" anything when you fit a nitro. Used properly, it works just like any other defensive module would work. Too many people get caught up in this idea that HP and Defense are the only way to go. Speed is key in engagements. It comes down to fitting either an extender, booster, or nitro. All viable options, with the latter booster and nitro being a bit stronger in my opinion for staying power. This is of course using double hardeners. That way you can stack some armor for a bit added D. Don't knock it til you try it. I've noticed a lot of PC players using it, in addition to the booster over a nitro. My high defense fits couldn't stack up which is why I was forced to adapt. Speed is key, can't kill it if you can't hit it. Don't get stuck in the box, step out every now and again. It's more or less how I imagine a Dhav would work. That..... response.....was actually in no way as antagonistic as I thought it would be. I have used it by I'm not a fan of light tanks or haven't been since Uprising 1.4. Apologies for the earlier comment. Regardless speed is not generally my thing and likely won't be something I worry about until I can get my hands on an Amarrian HAV because it is coming.
I like to poke at things here and there but I'm not going to get my balls in a bunch over forums. Your comment actually made me let out a big smile:) Nice one
Tanks - Balancing Turrets
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5056
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Posted - 2015.02.25 20:56:00 -
[420] - Quote
True Adamance wrote: Regardless speed is not generally my thing and likely won't be something I worry about until I can get my hands on an Amarrian HAV because it is coming.
I dunno man. Put a nitro on an Amarrian HAV and you might actually see what a flying brick looks like.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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