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Thread Statistics | Show CCP posts - 3 post(s) |
MINA Longstrike
Kirjuun Heiian
2752
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Posted - 2015.04.24 15:57:00 -
[1] - Quote
Just popping in to say that currently the amarr weapons are represented by two electro-lasers, an oddly-functioning beam laser (normally you kind of expect them to charge a capacitor which then drains when firing) and there are zero pulse lasers.
I think the fusion rifle's mechanics (burst fire with a pre-fire charge sometimes semi-auto sometimes full auto varying from gun to gun eg mash together a rail rifle and a combat rifle) from destiny could work quite well in representing either an Amarr SMG or "hmg", or I think a beam laser inspired by halo's Spartan laser or eve's own Avatar doomsday could work quite well as sort of an amarr forge-gun equivalent.
I'd probably be more inclined to give the amarr the long range heavy weapon, and let the gallente have the short range equivalent weapon
Also, cal-sent with forge guns, bit of dabbling with HMG's.
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MINA Longstrike
Kirjuun Heiian
2756
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Posted - 2015.04.25 02:59:00 -
[2] - Quote
Jonny D Buelle wrote:MINA Longstrike wrote:Just popping in to say that currently the amarr weapons are represented by two electro-lasers, an oddly-functioning beam laser (normally you kind of expect them to charge a capacitor which then drains when firing) and there are zero pulse lasers. I think the fusion rifle's mechanics (burst fire with a pre-fire charge sometimes semi-auto sometimes full auto varying from gun to gun eg mash together a rail rifle and a combat rifle) from destiny could work quite well in representing either an Amarr SMG or "hmg", or I think a beam laser inspired by halo's Spartan laser or eve's own Avatar doomsday could work quite well as sort of an amarr forge-gun equivalent. I'd probably be more inclined to give the amarr the long range heavy weapon, and let the gallente have the short range equivalent weapon Also, cal-sent with forge guns, bit of dabbling with HMG's. A doomsday type weapon would be amazing however, for balance, it would have to have a single shot extremely high damage and a long reload time. Even then I can hear the tears of tankers filling my bath tub. But do want
I was talking more about visual style - Charge to fire then a beam that emits for a set duration.
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MINA Longstrike
Kirjuun Heiian
2816
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Posted - 2015.04.27 04:44:00 -
[3] - Quote
Megaman Trigger wrote:Driving the HAV away can be more beneficial for the team than destroying it.
If you destroy it, sure you get some WP, but you buy your team maybe 30-40 seconds (respawn, call RDV, drive to objective) before the guy pulls another HAV back in. if you drive it off with a sliver of HP left, it can potentially take as long or even longer for the HAV to come back (retreat time to make it back to redline, module cool down time, HP reps and then getting back into battle all factor in)
Speaking as a proto aver and a proto tank user - no it doesn't take the HAV long to come back at all. I had a bit of a public argument with someone about tanks specifically armor tanks earlier today after I spent a whole match ineffectually trying to forge 2 tanks (there were four, I managed to get incredibly lucky and kill two with some installation help). It triggered a lot of the usual special pleading arguments of "My tank is expensive", "it takes a lot of SP to skill into tanks", "teamwork should be required to deal with me", etc. While I understand some of these arguments on an emotional level and I certainly get upset over losing incredibly expensive tanks to things I'd probably call 'bullshit' I in no way find armor tanks to be balanced (in fact, we've just had a switch from shield tanks being overpowered and armor being useless to armor being overpowered and shield useless).
Most armor tanks are running dual repairers (usually a complex light & combination of something else) which provide ~180-200 hp a second. With a single complex plate and a hardener they have 4150 hp and an optional 45 (+25%) second of 40% resists. It takes them 21 seconds to rep to full from zero (which really means unless they're at 200 hp, it takes them ~10 or less seconds to rep to full). To contrast this, pre 1.7 armor tanks with their 'broken' reps, repped at about 113.6 hp per second for eleven seconds and that was with having to activate the module too.
It takes tanks armor hardeners longer to come back up than it does for them to rep (90 for basic, 70 for adv and 50 for proto IIRC -25% with correct skills) which generally means that when you're shooting a tank, you can usually be pretty certain that they'll be back in ~30-40 seconds regardless of how much damage you do, potentially less if they have good cover.
I have extreme problems with how tanks function currently and would much rather see a system of high raw hp (6000-7000 armor) lower hardening values (~20-25%) and MUCH lower reps (~50-80 or so) so as to develop a system where tanks can be incredibly durable when they need to be but damage inflicted sticks to them and when a tank is forced off it's forced off for a reasonable chunk of time. A big part of the problem is that with the way armor tanks are set up they have absolutely insane effective reps per second and their low health pool isn't a terrible detriment due to the bloated EHP that high resistance hardeners provide.
With all that said, I'd also like to see shield tanks lose the delays they've got an instead just get a base value of shield back per second (because even though pre 1.7 shield tanks were absolutely god awful bad, their problems with rep were more a matter of numbers than anything else).
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MINA Longstrike
Kirjuun Heiian
2820
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Posted - 2015.04.27 11:12:00 -
[4] - Quote
Megaman Trigger wrote: I agree that armour tanks are, currently, ridiculous. I have no problem with any Proto tank taking 2 AV to take out, but it currently takes either high numbers (I saw one tanker try to argue that it should take either a tank or a full squad of AV to take out a tank, which is bullshit ) or a lot of luck to take out a proto armour while a shield tank is a sitting duck. Shield tanks have raw Hp that's low enough to let them be 1 shot from behind with advanced tier forge or plasma cannon, while armour tanks can't be 1 shot without using an orbital. Shield modules cost too much to fit and they lack a constant regen to their primary HP.
As an AV with no tank experience, it seemed to me that driving a tank off would buy more time, with module cool downs, repairs and all, compared to just destroying it.
I've heard arguments of "My proto tank should not be killed by a solo aver" which as a vehicle user too, really, really pisses me off, because then it becomes an argument of "my x = 2+ of your y" and if X > Y, why not spam x? Part of what annoyed me so much was that despite being positioned in a good spot, my full round of shooting did little more than scratch the paint of the tanks. It was argued that this was "Balanced" because (to summarize in a very sardonic manner) "I occasionally scared him a little and made him have to retreat. If there were 4 of me though we could alpha him and that totally isn't fair!"
Anyways endrant. I cant wait for vehicle talks to come up again because I'm not very happy with the current vehicle model.
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MINA Longstrike
Kirjuun Heiian
2892
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Posted - 2015.04.29 12:35:00 -
[5] - Quote
^he was making a kingdom hearts reference to the area of "Hollow Bastion".
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MINA Longstrike
Kirjuun Heiian
2925
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Posted - 2015.05.01 13:18:00 -
[6] - Quote
Jonny D Buelle wrote:One thing that irritates me is that Sentinels these days die too quickly sometimes, even to things that shouldn't be doing that much damage.
How do you think we can solve this without being OP or another FoTM that everyone will spam?
Honestly, sentinels are some of the least expensive suits to run in the game. You shouldn't be upset about dying because you're incredibly isk efficient.
Has the AHMG dispersion hotfix gone through yet?
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MINA Longstrike
Kirjuun Heiian
2979
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Posted - 2015.05.07 15:09:00 -
[7] - Quote
CCP Rattati wrote:RE nerf and AHMG buff, what do you say my dear fatties
Played around with the AHMG a little bit, movement increases the rate at which dispersion tightens. These guns are hilariously OP, they still lose at close quarters in a damage race, but they're pretty deadly lethal at range.
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MINA Longstrike
Kirjuun Heiian
2987
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Posted - 2015.05.07 16:26:00 -
[8] - Quote
Fox Gaden wrote:MINA Longstrike wrote:CCP Rattati wrote:RE nerf and AHMG buff, what do you say my dear fatties Played around with the AHMG a little bit, movement increases the rate at which dispersion tightens. These guns are hilariously OP, they still lose at close quarters in a damage race, but they're pretty deadly lethal at range. It seems that ANYTHING that would increase dispersion on the AHMG instead reduces it. So don't Crouch? Actually if it is most accurate while strafing this could be a very interesting skill weapon.
Crouching seems to tighten it (I haven't played around with that at all really, but I remember hearing reports that despite the reticule tightening a little, crouching actually did nothing for HMG's) but based on just the little bit of gameplay I've put in with it already, moving does make the AHMG tighten up faster.
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MINA Longstrike
Kirjuun Heiian
3017
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Posted - 2015.05.08 17:11:00 -
[9] - Quote
Basic assault HMG does not have increased efficiency vs vehicles, which makes me sad. Still quite a good gun, I was having problems getting it to work on my minmatar alt though. I think that the assault HMG is prettymuch just caldari / amarr territory as they have the recovery to sustain it and minmatar should probably stick to standard/burst variants where they can use their speed to get up close.
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MINA Longstrike
Kirjuun Heiian
3090
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Posted - 2015.05.11 23:38:00 -
[10] - Quote
Kaeru Nayiri wrote:Hello dear denizen's of the Bastion !!
I have an honest question that I would hope to discuss.
With all the nerfing done to the HMG in the past, have you guys considered or even tried using a shotgun on your sentinels in CQC?? Having not used the shotgun myself, only familiar with it's reputation, I sometimes think that if I played sent, I might want to at least give it a try.
Thoughts?
Shotgun range is too short. I'd love shotguns to be rebalanced to 20m range and ~320dmg a shot or something like that, so they could be used on sentinels, commandos, assaults, logi's or scouts instead of *just* scouts.
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MINA Longstrike
Kirjuun Heiian
3104
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Posted - 2015.05.13 02:46:00 -
[11] - Quote
True Adamance wrote:Quick question..... I'm trying to Sentinel-ize..... or whatever you call it but I have real trouble with the lack of mobility and range on the weapons (to a certain extent including the AHMG which is easily my favourite.
Any tips for how to use a Sentinel properly. I normally love being a mid-long range support gunner and Anti-vehicle player in other FPS but in Dust I loathe the HMG aesthetic....
Get good with a forge gun if you want to range. HMG's are quite good but at shorter ranges. You will learn to love bolt pistol / breach scrambler pistol / flaylock.
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MINA Longstrike
Kirjuun Heiian
3104
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Posted - 2015.05.13 14:15:00 -
[12] - Quote
Fox Gaden wrote:Here is someone bringing up CCP Z's idea about not allowing Sentinels to hack.
Disgusting. Sents should be able to.
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MINA Longstrike
Kirjuun Heiian
3108
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Posted - 2015.05.13 17:35:00 -
[13] - Quote
What I wouldn't give for a twin-linked rail, low rof, mid range, low-ish dps, accurate heavy anti-infantry weapon.
Target reticule could be like ( o o ), with the smaller circles representing each rail, give it say 225 dps per 'rail' and an incredibly large magazine size. Would be able to apply low amounts of damage at long range, but better damage at shorter ranges.
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MINA Longstrike
Kirjuun Heiian
3109
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Posted - 2015.05.13 17:55:00 -
[14] - Quote
Jonny D Buelle wrote:MINA Longstrike wrote:What I wouldn't give for a twin-linked rail, low rof, mid range, low-ish dps, accurate heavy anti-infantry weapon.
Target reticule could be like ( o o ), with the smaller circles representing each rail, give it say 225 dps per 'rail' and an incredibly large magazine size. Would be able to apply low amounts of damage at long range, but better damage at shorter ranges. Just gonna say this now, if I was to use it I would draw a Y in the middle of that reticule.
I was tempted. You could always use painters tape to put it on your TV?
And I kind of went "Well, I'd like something that heavies are able to use and use well at range, but not something that just completely outclasses / replaces assaults/commandos at said range. Like all heavy weapons it should be most oriented towards short range, but it shouldn't be overpowering there either".
So it'd be able to hit and 'supress' at long range by getting a single rail on something, but at shorter ranges it might be able to bring that second rail into play and double its DPS.
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MINA Longstrike
Kirjuun Heiian
3109
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Posted - 2015.05.13 20:50:00 -
[15] - Quote
Agency is really important to every role. I often feel that sentinels have a lot of their choices made for them.
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MINA Longstrike
Kirjuun Heiian
3109
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Posted - 2015.05.14 07:50:00 -
[16] - Quote
MINA Longstrike wrote:Jonny D Buelle wrote:MINA Longstrike wrote:What I wouldn't give for a twin-linked rail, low rof, mid range, low-ish dps, accurate heavy anti-infantry weapon.
Target reticule could be like ( o o ), with the smaller circles representing each rail, give it say 225 dps per 'rail' and an incredibly large magazine size. Would be able to apply low amounts of damage at long range, but better damage at shorter ranges. Just gonna say this now, if I was to use it I would draw a Y in the middle of that reticule. I was tempted. You could always use painters tape to put it on your TV? And I kind of went "Well, I'd like something that heavies are able to use and use well at range, but not something that just completely outclasses / replaces assaults/commandos at said range. Like all heavy weapons it should be most oriented towards short range, but it shouldn't be overpowering there either". So it'd be able to hit and 'supress' at long range by getting a single rail on something, but at shorter ranges it might be able to bring that second rail into play and double its DPS.
Spent a bit more time thinking about this and how to make it not ridiculously op / up and working around the issue of sentinels being damn near unkillable. Further thoughts come down to "I don't want people to twitch around using this weapon, I want them to stand still and get shot back at" and my idea on how to incentivize that and make the weapon 'better' at range is to have the rails align as long as you're not moving (kind of like a sniper sway / dispersion mechanic type thing) going from "( o o )" to "( oo )" to maybe even just "(o)". Some movement might be okay as long as you're aimed down sights and I imagine moving at short range might even be nice as it could allow you to really punish people who are twitching around.
I think for any prospective future 'long range anti infantry' weapons there should maybe be some sort of balancing mechanic that makes you want to rely on the sentinels strengths of high hp / decent regen but allows for counterplay by opponents through capitalizing on a sentinels want to stay 'still'.
Fristname Family name wrote:
Hurrr
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MINA Longstrike
Kirjuun Heiian
3127
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Posted - 2015.05.15 07:33:00 -
[17] - Quote
doesn't look outright terrible breakin. I think I've said to you before in squad that I'd be entirely fine with losing vehicles left and right if they were less expensive (as I tend to act stupid with vehicles anyways).
I'd be a bit worried about how gunnlogi's perform in the face of madrugars with their insane retardoblasters that let them dps down almost anything.
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MINA Longstrike
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3127
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Posted - 2015.05.15 07:53:00 -
[18] - Quote
Breakin Stuff wrote:MINA Longstrike wrote:doesn't look outright terrible breakin. I think I've said to you before in squad that I'd be entirely fine with losing vehicles left and right if they were less expensive (as I tend to act stupid with vehicles anyways).
I'd be a bit worried about how gunnlogi's perform in the face of madrugars with their insane retardoblasters that let them dps down almost anything. The document treats the shield nerf on fittings as reverted. In order to be able to balance the tanks off the av the shield nerfs actually have to go away in order to make shield TTK similar ro armor vs. Appropriate weapons. This is why I keep saying the shield nerfs need to revert. The cannon issues have been better addressed by other people thaN I can.
Yep, I really wish more people were interested in heavy treads but it seems like practically all vehicle users have fled the forums. It would be nice to have a non-idiotic vehicle community able to provide intelligent feedback.
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MINA Longstrike
Kirjuun Heiian
3127
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Posted - 2015.05.15 08:45:00 -
[19] - Quote
Breakin Stuff wrote:Most of the vehicle community is tired of the polarity between HAVs and AV. BLUNTLY I don't blame them. Tanks pendulum back and forth between god-monster and warpoint pinata.
Regardless the answer needs to be somewhere in the middle. And bluntly the price tag on HAVs is the killer for use regardless of whether they are balanced or not. A million isk a fit is a bit much IMHO.
Even several hundred k a fit is a bit daft. A single vehicle loss puts someone in the red by quite a bit usually.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.02 14:29:00 -
[20] - Quote
Vash Warren wrote:How should I run an effective Amarr Heavy with the FG? I usually use the HMG stack Armor Plates and find a logi-bro, but you can not run a FG the same way as I will not have a logi standing behind me dedicated to healing me through the tank/ sniper fire. Just any recommendations on suit build or way to play is helpful.
1x complex sidearm damage mod 2x complex armor repairer 1x enhanced armor repairer 1x enhanced armor plate
ishukone assault forge N7-A magsec (almost 500dps vs armor) Core locus grenade
450 shields 871 armor 26.5 armor/sec
A heavy damage mod wouldn't actually do anything for the number of shots it takes to kill a vehicle (i dont believe), so you may as well use it on your personal defense weapon. You can swap the sidearm damage mod for a krins if you feel its necessary.
Without some cover or elevation you will probably lose every fight vs a tank. With some elevation you should be able to chase them off (... at least when dual hardener fits get nerfed).
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.04 03:42:00 -
[21] - Quote
Forge isn't a very good anti infantry weapon against anyone who is moving at all garn. it comes down more to luck than skill.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.15 00:07:00 -
[22] - Quote
I've been thinking a lot more about a gallente heavy weapon, and while I think that there's a lot of people who would desire something like a flamethrower I think something like that would be psychotically difficult to implement.
So instead what I'd like to see is something more akin to the tribes plasma mortar, crossed with a plasma cannon from the dawn of war / space marine games. Essentially I'd give it two firemodes, differentiated by charge-up times.
The first mode fires like this gameplay which is just a straight mid-range non-hitscan projectile that say, does about 500 damage, with 200 splash in a 2.5m aoe at a ~50-60 RoF. This projectile wouldn't have much 'weight' to it, and would probably travel out to about 50-60m (1second travel time?) before disappearing or contacting ground.
Then to make things interesting, I'd allow it to be charged and charging it dramatically increases damage and to a lesser extent increases splash range&dmg (so a fully charged shot would increase damage to something like say 1500, with 350splash in a 5m aoe), but it also makes the projectile heavier so you have to lob it at your target. A fully charged shot would probably look something like this bit of gameplay and while it would do much more damage, it would be about twice as heavy and a little bit slower (cutting its range to about half and requiring it to be shot upwards to achieve the same total travel distance). The charge would require about three seconds. This mode of fire could in theory be used in open areas and shot out to say, 200m if arced properly.
As for ammo in magazine, it would have maybe 9 shots in magazine but charging it would cause it to consume 3x the ammo - so you'd either get 9 uncharged shots, or three charged shots. It either fires uncharged or charged no inbetweens.
Thoughts?
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.15 01:14:00 -
[23] - Quote
Maybe shorten the charge on my idea but make it so it cant be held (so that short range corner peeking isn't a thing?) or it can only be held for a brief time before autofiring and seizing for a bit.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.15 01:35:00 -
[24] - Quote
Sounds good. As for the lore bits I'd say something along the lines of it using a multi-layer charge capable of being fired in thirds or having the whole charge consumed to fire a much more volatile blast.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.15 02:39:00 -
[25] - Quote
Opposite would be true megaman. You;d have to use a better field to contain more energy over a larger range.
Quote:The Vb-7L Variant Plasma Blaster operates with a two stage charging system and features three storage chambers each containing an advanced multi-layer hybrid charge designed to fired in thirds. The weapon is also capable of consuming a full hybrid charge in order to deliver a more powerful and destructive blast capable of being used against vehicles or installations.
The standard firing mode uses only a third of each hybrid round, firing faster and supporting nine shots before requiring plasma venting and reloading but it isn't as able to build a strong magnetic containment field resulting in less range and power. Initial testing for consuming the whole hybrid charge revealed that without mandatory containment protocols some users would attempt to circumvent a stronger containment field and the plasma ball and weapon exploded upon firing usually maiming or killing the user, causing catastrophic secondary and tertiary detonations. Safety protocols were developed to prevent this and as a result the full hybrid charge is only injected after the containment field is built which caused significant gains in projectile range and garnered a longer plasma life, but resulted in a much heavier projectile.
These changes resulted in the Vb-7l Variant Plasma Blaster being colloquially dubbed the "Plasma Mortar" among the troops who most often carry it.
Probably not the best description but *eh*.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.15 15:01:00 -
[26] - Quote
Fristname Family name wrote:what are you on about? i always sit on a roof top with my forge. im never running with the scrubs on the ground they disgust me they are covered in blood and dirt fighting each other, while im killing god damm tanks and air whales with a bloody blue energy ball shooter which makes things make pretty explosions <3 i have to stand among them sometimes tho :P
back to the weapon i feel just a 2sec or maybe even 1sec delay between each stage of charge would be enough. so it goes "vrooom, (1sec) vrooooooom *slightly higher pitch*, (1sec or 2sec maybe) VROOOOOOOEEEEMMMMMMM!!!!!*higher pitch again and maybe then you have 3secs to aim it and manually shoot it or it will fire at the currently aimed spot and overheat for 3/5secs (i personally feel overheat is unnecessary whats the clip size? and reload speed gonna look like?)
Megaman said that, not I.
There's only two stages in my idea - either the uncharged shot, or the fully charged shot. The reason for this is because as it's an incredibly high damage weapon (though the numbers on the uncharged shots direct hit could maybe be tweaked up?) used at short ranges, it needs to have some predictability in how it functions so as to allow counterplay.
Fristname Family name wrote:oh damm i spend a few daays clicking on notifications for every thread and come back to notice some pretty sick descriptions of some hardcore things being tossed around <3 just curious did you steal a different weapon description and change it a little by any chance?
No, I am decent at writing.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.15 17:44:00 -
[27] - Quote
Yes, much more arc but in theory you could shoot it at say about a 65degree angle and it would travel some distance upwards before falling until it impacted ground. Kind of reminds me of my days of playing gunbound & scorched earth.
The uncharged version would essentially be the bigger, meaner brother of the flaylock pistol, where the charged version is essentially a bigger *much* meaner version of a mass driver.
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Mina Longstrike
Kirjuun Heiian
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Posted - 2015.06.15 18:46:00 -
[28] - Quote
Fox Gaden wrote:Mina Longstrike wrote:Yes, much more arc but in theory you could shoot it at say about a 65degree angle and it would travel some distance upwards before falling until it impacted ground maybe 200m away?. Kind of reminds me of my days of playing gunbound & scorched earth.
The uncharged version would essentially be the bigger, meaner brother of the flaylock pistol, where the charged version is essentially a bigger *much* meaner version of a mass driver. Plasma Mortar Quick shots would be like a larger, slower Plasma Cannon. Charged Shots would be true mortars.
Quick shots would be more comparable to a larger slower flaylock pistol (watch the first video I linked).
sir RAVEN WING wrote:Question: Does anything think the current dev team is capable of slightly altering the model of the Plasma Cannon and Laser Rifle?
Not sure what exactly can be done here, I think in theory its possible for them to frankenstein models together but *shrugs*.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.27 04:48:00 -
[29] - Quote
Got my shogun sentinel today! It's better by far than my basics, and almost better than my advanceds!
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.27 12:55:00 -
[30] - Quote
Nonono. STATE SHOGUN. Not shotgun. Shogun. The apex suit.
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MINA Longstrike
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3
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Posted - 2015.06.28 19:36:00 -
[31] - Quote
^Thus far I've got two fittings for it
The 100% prefit variant which is perfectly good and a Ahmg variant that upgrades the regulator to complex, adds in a flux grenade and IIRC swaps the energizer for a recharger.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.01 00:45:00 -
[32] - Quote
Megaman Trigger wrote:Kaeru Nayiri wrote:Breakin Stuff wrote:Fox Gaden wrote:Megaman Trigger wrote: I love seeing a AHMG rip through a LAV.
I love shooting at an Assault Dropship and accomplishing more than simply expressing my annoyance. If you use the freedom AHMG the expression of annoyance on YOUR part becomes pants-pissing terror on theirs. You can strip a pythons shields before overheat but finishing it off won't happen. You cannot break shield regen. Incubus regens too fast. My best estimate is to kill a derpship you need 2-3 AHMG focusing fire to crash them. Not that this bothers me. I just find it hilarious. Consider that a Python's armor takes 100% damage from infantry weapons. Just pull out your sniper rifle side arm and you can oneshot that shieldless python ! .. I'm not kidding. It even loses armor from flux strikes. Surely you're joking.
Nope, killed a lot of pythons with laser rifles & I managed to team kill kaizuka snipers python with a flux strike not that long ago in FW.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.01 12:31:00 -
[33] - Quote
^double point values for hitting ads in turbines too usually, got over 250 points from one shot with a basic forge at a controlled & defend ordered point.
+180 +36 +other shenanigans +90 (second shot) +18 +90 (destruction) +18 +60 *3 +12 *3
>658 points in 3 shots.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.02 04:32:00 -
[34] - Quote
^the assists portion is ruining me. I kill the **** out of w/e I shoot at
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.07 23:43:00 -
[35] - Quote
The calsent things are a bug.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.08 10:18:00 -
[36] - Quote
I'm on the fence about commando's, I'm excited for my alts amarr commando. I think the gal & amarr will be in pretty happy places. I'm kind of upset by the min commando because lul dmg mods... and the cal commando just has stats that are too bad to really work with, it's also probably about 100 points shorter on cpu than it should be because shield mods are hilariously overcosted.
Weapon selection really determines the viability of a commando Gal = PLC. AR. Shotgun. is fine Min = CR. MD. Swarm. Swarm really IMHO pushes this into the realm of being ****ing wildly op. Amarr = Scr & Lr. Kind of hilariously up. Cal = RR & sniper. Snipers are bad enough that they could almost be considered subtracting a weapon. (that said tac sniper can be pretty awesome at times).
Amusingly though, I have enjoyed having 2 low slots on my cal sent for the day, because dear sweet christ almost nothing can kill me unless I willfully run into a wall of bullets.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.09 20:26:00 -
[37] - Quote
Fox Gaden wrote:CCP Rattati wrote:NextDark Knight wrote:I hope your documenting all the changes. I know the Caldari Sentinel was a bug but I would love to see that lay out on the basic frame. I actually like having the basic and the roles a little different in the slot layouts, it adds variety. I am actually thinking about making the Amarr Sidearm Logi the "rule", one faction per role shuold be "radically" different. Maybe one Commando with a grenade, one assault without Equipment. Just to break it up a bit. LinkWhat should the Black Sheep of the Sentinels be? What should be the non standard setup, and which race should it be? Discuss. (I am fairly sure this is still at a hypothetical brainstorming stage for Rattati, so try not to panic.)
The black sheep of sents should be minmatar and my thoughts are that maybe it should have a light weapon instead of a sidearm?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.09 20:59:00 -
[38] - Quote
Cross Atu wrote:How is everyone finding the Commandos to be post changes?
Having issues with fitting most, the one worst of is cal com because tbh shield mods are overcosted.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.10 02:06:00 -
[39] - Quote
Breakin Stuff wrote:Need more weapon choices for cal/am.
Shield recharge is atrocious.
But commandos are fun as hell to run.
That's the other thing with shield commandos, I find that most go "omg dmg mods" rather than trying to build a proper tank (which isn't possible for reasons) but I'd be hesitant to change them because I think it might still lead to "omg dmg mods" just on more survivable suits.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.11 06:50:00 -
[40] - Quote
I've been mucking with the burst HMG and been finding that its really hard to apply dps from its bursts, might need a tiny bit more accuracy.
It feels like even when centered on target it misses a not-insignificant portion of its bullets. Or it might need to keep the spooled accuracy for longer.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.12 10:55:00 -
[41] - Quote
Been spending some time de-rusting with my alt & his amarr commando and I'm really enjoying it.
If you're at long range I'll cut you down with the LR if you're at a shorter range I'll cut you up with an ASCR.
Gallente commandos have been unpleasant to fight though.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.12 23:50:00 -
[42] - Quote
Wanted to add my alt now has amarr sent 5, and another alt is at min sent 3
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.13 00:11:00 -
[43] - Quote
Megaman Trigger wrote:HMG, Forge or overall?
While I love the forge, it's got too many drawbacks vs infantry (and the CONSTANT wiggle) and dust is a game that is incredibly infantry centric.
Also tanks OP so forging at them is more or less useless unless you've got 2-3 forgers.
So HMG with occasional forge.
Vash Warren wrote:To be honest I could only comment on Mina Longstrike or Jack the Ripper both I know I have played against and they killed me a couple times. And as my second post and first on topic.
The analogue sticks on my ds3 are both shot (they don't reset to neutral positions) so I tend to run cheap fits and die in stupid manners. Glad someone recognizes me though!
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.13 00:23:00 -
[44] - Quote
Megaman Trigger wrote:Mina Longstrike wrote:Megaman Trigger wrote:HMG, Forge or overall? While I love the forge, it's got too many drawbacks vs infantry (and the CONSTANT wiggle) and dust is a game that is incredibly infantry centric. Also tanks OP so forging at them is more or less useless unless you've got 2-3 forgers. So HMG with occasional forge. I need to practice with the Forge again. Been off this character for a month, so my aim with it went to crap. Wish the Forge had a precision/slower aim (not necessarily a zoom) with L1 rather than just hip fire.
OMG ME TOO. I've been making use of that on the plasma cannon and the mass driver (holy crap I've been deadly with the mass driver on my min alt) and it's so important. It could turn the forge into a semi-reliable direct fire gun.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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