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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8757
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Posted - 2015.05.14 21:34:00 -
[361] - Quote
I have an alternate view of viable heavy weapons
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Megaman Trigger
Ready to Play
335
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Posted - 2015.05.14 21:43:00 -
[362] - Quote
HMG proposal would replace the current HMG, right? If so, it certainly looks fun.
Tactical Forge is a Heavy Rail Rifle while Tactical Scrambler Lance is a Heavy Scrambler Rifle? Or did I read wrong?
edit: could you post your AV one too?
Purifier. First Class.
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Imp Smash
Molon Labe. RUST415
841
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Posted - 2015.05.15 00:01:00 -
[363] - Quote
Let's summarize the factors involved in using a heavy real fast.
1. Larger hitbox. Larger critical hit box 2. Slower 3. Anti Infantry heavy weapons are close range 4. More HP 5. Fewer Highs and lows for less customization 6. Heavy weapons 7. No equipment 8. Weak passive scanning
So, the question is where are heavies weakest? We all know the answer is out in the field. Away from CQC and cover. But let's use some history as opposed to theorycrafting. Heavies with light weapons.
Plenty of heavies used RRs for a long while. Why? Because of range. Why use a heavy suit? Because more HP means a heavy could take another assault in a head to head fight across open ground. Due to heavies having more HP this will not change. This marginalized assault suit's role. They could move from objective to objective more easily, but once heavies got there the assault suit was at a significant disadvantage in all areas. Heavies had HMGs for close, and rifles for range.
But dedicated heavies WANT to use heavy weapons. When did all the casual heavies switch to the HMG? When the HMG got a dispersion change. It made the HMG lower DPS, but much easier to use in CQC.
And that right there is the rub. We can use light weapons too. Range is an underappreciated factor in this game. We all know it is important, but how likely you are to win a gun fight is more about range and your gun than most people realize. I would even go so far to say that it was more than half of the fight right there.
Considering that range is probably the single largest factor in any engagement in Dust, heavies can be said to have the single largest disadvantage. We have the most trouble controlling range. We are slower than everyone else. If other suits don't like the range they can change it at will (relative to us.)
Also, relatively speaking, the HMG is strait up bad now. It won't function even marginally better in the hands of a skilled player than of a mediocre player. The skill ceiling is gone.
But it still functions well no matter who is using it. And since we have to stay in CQC when using heavy weapons (Forge doesn't count as it's an AV gun -- despite the fact that I find it more effective than the HMG at killing infantry now) we will stay where we know enemies will be coming and will be in CQC. Around the point.
So that begs the question: how do we get more options. And the answer is that we have them. Light weapons. So how can we get more options with heavy weapons? And the answer is that we can't if we get Heavy weapons that function like current HWs. If we get new long ranged effective HWs that directly apply damage like our current ones -- then assault and commando roles will be marginalized. Pointless even.
Conclusion: If we want to give heavies roles in every area of the map (which translates to every range) we need to develop different weapon mechanics. Make the heavy weapons significantly better than light at those niches, and significantly worse outside of those niches.
I have ideas on what we need for that. But before going into any differing heavy weapon types -- we should discuss the state of the suit itself.
And I will kick it off with this statement and question:
I think heavies are too mobile. Not movement speed wise...transport options. I don't think we should be able to spawn in in 3 seconds on uplinks. We shouldn't be able to drive or gun in vehicles. What do you guys think about that?
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Jonny D Buelle
Mors Effera
1431
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Posted - 2015.05.15 00:24:00 -
[364] - Quote
I think you are absolutely wrong about the mobility and a little about the rest of your post, but for now I will talk about mobility.
I run solo most the time and in most matches I either wait for an uplink or spawn in and call me an LAV to get close to the objective faster. I've actually even gone as far as skilling into LAVs because I like using them.
If you remove our ability to drive vechiles, it will eliminate two things: Drive By HMG tactics AND solo Sentinels getting to the objective fast enough to defend/assault.
As for your not being a gunner idea, what are you smoking? If I'm doing LAV runs with a gunner, I rather have my gunner be a Brick Tanked Sentinel than an assault or logi or scout. Reason being is that the gunner is exposed and easy to pick off, so I would want someone that can sustain a lot of damage. Also when I'm doing my LAV runs, I want to be in my sentinel suit because (surprise surprise) I'm exposed and open to being shot at by any weapon.
On drop ships you can take out the gunners without damaging the dropship itself. So again Sentinels are good for being a gunner as they can survive being shot by a crack shot sniper.
Today's special:
PAIN
Comes with a side of salads and mash potatoes.
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Georgia Xavier
Y.A.M.A.H
453
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Posted - 2015.05.15 00:34:00 -
[365] - Quote
Imp Smash wrote:Let's summarize the factors involved in using a heavy real fast.
1. Larger hitbox. Larger critical hit box 2. Slower 3. Anti Infantry heavy weapons are close range 4. More HP 5. Fewer Highs and lows for less customization 6. Heavy weapons 7. No equipment 8. Weak passive scanning
So, the question is where are heavies weakest? We all know the answer is out in the field. Away from CQC and cover. But let's use some history as opposed to theorycrafting. Heavies with light weapons.
Plenty of heavies used RRs for a long while. Why? Because of range. Why use a heavy suit? Because more HP means a heavy could take another assault in a head to head fight across open ground. Due to heavies having more HP this will not change. This marginalized assault suit's role. They could move from objective to objective more easily, but once heavies got there the assault suit was at a significant disadvantage in all areas. Heavies had HMGs for close, and rifles for range.
But dedicated heavies WANT to use heavy weapons. When did all the casual heavies switch to the HMG? When the HMG got a dispersion change. It made the HMG lower DPS, but much easier to use in CQC.
And that right there is the rub. We can use light weapons too. Range is an underappreciated factor in this game. We all know it is important, but how likely you are to win a gun fight is more about range and your gun than most people realize. I would even go so far to say that it was more than half of the fight right there.
Considering that range is probably the single largest factor in any engagement in Dust, heavies can be said to have the single largest disadvantage. We have the most trouble controlling range. We are slower than everyone else. If other suits don't like the range they can change it at will (relative to us.)
Also, relatively speaking, the HMG is strait up bad now. It won't function even marginally better in the hands of a skilled player than of a mediocre player. The skill ceiling is gone.
But it still functions well no matter who is using it. And since we have to stay in CQC when using heavy weapons (Forge doesn't count as it's an AV gun -- despite the fact that I find it more effective than the HMG at killing infantry now) we will stay where we know enemies will be coming and will be in CQC. Around the point.
So that begs the question: how do we get more options. And the answer is that we have them. Light weapons. So how can we get more options with heavy weapons? And the answer is that we can't if we get Heavy weapons that function like current HWs. If we get new long ranged effective HWs that directly apply damage like our current ones -- then assault and commando roles will be marginalized. Pointless even.
Conclusion: If we want to give heavies roles in every area of the map (which translates to every range) we need to develop different weapon mechanics. Make the heavy weapons significantly better than light at those niches, and significantly worse outside of those niches.
I have ideas on what we need for that. But before going into any differing heavy weapon types -- we should discuss the state of the suit itself.
And I will kick it off with this statement and question:
I think heavies are too mobile. Not movement speed wise...transport options. I don't think we should be able to spawn in in 3 seconds on uplinks. We shouldn't be able to drive or gun in vehicles. What do you guys think about that?
Thing is, as a heavy if I used a light weapon then it would defeat the purpose because I can just take out my assault or commando since they are optimized for light weapons while a sentinel is for heavy weapons. We are cornered here as we only have one choice for anti infantry in most cases. Now if heavies were not able to drive then we would have absolutely NO means of transport especially if that one blueberry that drop uplinks have mush for brains, we won't have much of an option but to use lav. This is the case now, I don't know if my opinion will change if we get new heavy weapons. I mean if CQC maps didn't exist, sentinels will have absolutely no use in the game, you can take out the heavy guarding the objective since he's out in the open anyway. Point being is that limiting the heavy to either pure cqc or AV is a bit much, there has to be something in between.
I have a couple ideas about changing the heavy slot lay out for more versatility while at the same time decreasing base stats so the lay out will not be exploited for just hp mods. But seeing as I can't do calculations properly and I am not a knowledgeable person in general, I decided against the idea
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8765
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Posted - 2015.05.15 02:55:00 -
[366] - Quote
Megaman Trigger wrote:HMG proposal would replace the current HMG, right? If so, it certainly looks fun. Tactical Forge is a Heavy Rail Rifle while Tactical Scrambler Lance is a Heavy Scrambler Rifle? Or did I read wrong? edit: could you post your AV one too?
yes, these would be long-range weapons.
and the Scrambler lance would be the anti-infantry variant of the AV weapon I submitted for review. the normal scrambler lance would be like a heavy laser rifle, where the the tactical would be more like an Asscram.
No, I'm not ready to post the AV stuff, because I am not ready to invite the brown sea of shitposting to crap all over it just yet. All of this was part of a greater proposal to rebalance HAVs with AV and sentinels with the rest of the game.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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MINA Longstrike
Kirjuun Heiian
3127
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Posted - 2015.05.15 07:33:00 -
[367] - 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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8766
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Posted - 2015.05.15 07:46:00 -
[368] - Quote
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.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Imp Smash
Molon Labe. RUST415
841
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Posted - 2015.05.15 07:46:00 -
[369] - Quote
Jonny D Buelle wrote:I think you are absolutely wrong about the mobility and a little about the rest of your post, but for now I will talk about mobility.
I run solo most the time and in most matches I either wait for an uplink or spawn in and call me an LAV to get close to the objective faster. I've actually even gone as far as skilling into LAVs because I like using them.
If you remove our ability to drive vechiles, it will eliminate two things: Drive By HMG tactics AND solo Sentinels getting to the objective fast enough to defend/assault.
As for your not being a gunner idea, what are you smoking? If I'm doing LAV runs with a gunner, I rather have my gunner be a Brick Tanked Sentinel than an assault or logi or scout. Reason being is that the gunner is exposed and easy to pick off, so I would want someone that can sustain a lot of damage. Also when I'm doing my LAV runs, I want to be in my sentinel suit because (surprise surprise) I'm exposed and open to being shot at by any weapon.
On drop ships you can take out the gunners without damaging the dropship itself. So again Sentinels are good for being a gunner as they can survive being shot by a crack shot sniper.
Well, yes, what I asked about does specifically eliminate wheelchair heavies. In other words, make it so our suit weaknesses, low mobility, are properly penalized. As it stands, they arent. Again, just want your opinion and I am not championing this as of yet. Just looking for outside opinions on it. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8766
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Posted - 2015.05.15 07:49:00 -
[370] - Quote
Mobility issues can be better addressed by adding range options to heavies in order to eliminate the need to use the wheelchair heavy schtick.
the wheelchair is compensation for a lack of options, not what I consider a viable and desirable tactic.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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MINA Longstrike
Kirjuun Heiian
3127
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Posted - 2015.05.15 07:53:00 -
[371] - 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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8767
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Posted - 2015.05.15 08:28:00 -
[372] - Quote
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.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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MINA Longstrike
Kirjuun Heiian
3127
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Posted - 2015.05.15 08:45:00 -
[373] - 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.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8768
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Posted - 2015.05.15 09:13:00 -
[374] - Quote
MINA Longstrike wrote: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.
If rattati pulls additional match rewards and reimbursement for lost fits to one degree or another this may cease being as huge an issue
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Megaman Trigger
Ready to Play
336
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Posted - 2015.05.15 10:47:00 -
[375] - Quote
Spent the morning looking over Breakin's AV proposal and I like what I saw.
Definitely agree that the base Forge Gun needs a damage buff to bring it in line with the general convention of Breach > Base > Assault in terms of alpha damage. Overheat would stop Forge snipers camping rooftops and waiting with a charge shot. Heat build would kick in once charge is full, not during charge, correct? Would this apply to the Breach too?
Reticule charge meter would make it a little easier, IMO, to monitor the charge level while exchanging fire. Any chance of the Breach FG getting that too? And on the subject of the BFG, I wholeheartedly agree with removing the immobilization.
HMG change would be interesting and would remove Sentinels from objective camping, tho I'm not sure the Scouts/Assaults et al would approve of a Sentinel that could fire back at 70m.
Proposed Heavy Weapons look like they would be fun and interesting. I like the idea of an Anti-Material Rifle.
Purifier. First Class.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8771
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Posted - 2015.05.15 10:50:00 -
[376] - Quote
Megaman Trigger wrote:Spent the morning looking over Breakin's AV proposal and I like what I saw.
Definitely agree that the base Forge Gun needs a damage buff to bring it in line with the general convention of Breach > Base > Assault in terms of alpha damage. Overheat would stop Forge snipers camping rooftops and waiting with a charge shot. Heat build would kick in once charge is full, not during charge, correct? Would this apply to the Breach too?
Reticule charge meter would make it a little easier, IMO, to monitor the charge level while exchanging fire. Any chance of the Breach FG getting that too? And on the subject of the BFG, I wholeheartedly agree with removing the immobilization.
HMG change would be interesting and would remove Sentinels from objective camping, tho I'm not sure the Scouts/Assaults et al would approve of a Sentinel that could fire back at 70m.
Proposed Heavy Weapons look like they would be fun and interesting. I like the idea of an Anti-Material Rifle.
While you are looking for things you all like, please be on the lookout for things you don't and math errors.
And yes the charge overheat limit should apply to breach so long as the root effect is gone. Forge sniping and charge holding douchery was why we lost splash to begin with.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Fox Gaden
Immortal Guides Learning Alliance
6542
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Posted - 2015.05.15 12:08:00 -
[377] - Quote
Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. Well we only have two weapons and very few maps where heavies survive longer than average. Much as I hate sitting in one spot,nothing we can do about it. The only fun part is when I'm on the side that's pushing the objective Doesn't mean we should be immobilized, as in cannot move, to shoot when no other weapon/class has to suffer that. Snipers...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Megaman Trigger
Ready to Play
336
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Posted - 2015.05.15 12:15:00 -
[378] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. Well we only have two weapons and very few maps where heavies survive longer than average. Much as I hate sitting in one spot,nothing we can do about it. The only fun part is when I'm on the side that's pushing the objective Doesn't mean we should be immobilized, as in cannot move, to shoot when no other weapon/class has to suffer that. Snipers... While moving is bad for their aim, they're not actually rooted to the spot. A charge sniper, for example, can move while holding the charge, allowing them to make small adjustments without sacrificing the shot.
Snipers are also the biggest 'bully' of the BFG user as it's an easy headshot. 6 second charge, even wirh skills maxed it's 4.5 seconds, without the target moving is just begging for a round through the braincase
Purifier. First Class.
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Fox Gaden
Immortal Guides Learning Alliance
6542
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Posted - 2015.05.15 12:16:00 -
[379] - Quote
Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. The immobilize mechanic for the Breach Forge gun is a problem because you have to hold a charge.
Having a weapon be more accurate when crouched would simply mean you would need to decide whether it is safe to crouch for a moment in order to make a long range shot. Keep in mind that Sprinting will take you out of crouch. It is not like you have to hit triangle as again to stand up.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6542
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Posted - 2015.05.15 12:19:00 -
[380] - Quote
Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. Well we only have two weapons and very few maps where heavies survive longer than average. Much as I hate sitting in one spot,nothing we can do about it. The only fun part is when I'm on the side that's pushing the objective Doesn't mean we should be immobilized, as in cannot move, to shoot when no other weapon/class has to suffer that. Snipers... While moving is bad for their aim, they're not actually rooted to the spot. A charge sniper, for example, can move while holding the charge, allowing them to make small adjustments without sacrificing the shot. Snipers are also the biggest 'bully' of the BFG user as it's an easy headshot. 6 second charge, even wirh skills maxed it's 4.5 seconds, without the target moving is just begging for a round through the braincase Sorry, I thought you were referring to my suggestion of having a weapon more accurate when crouched, which is what Breakin Stuff was responding to. I have no firm opinion on the Breach Forge Gun mechanic, other than to say I tried it once, and decided never again...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Megaman Trigger
Ready to Play
336
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Posted - 2015.05.15 12:23:00 -
[381] - Quote
Random thought: What if the Forge had a 2 tier charge, like the Charge Snipe? Half charge for half damage, which be good for close range defensive fire (ie. An Assault comes on your flank) or getting that last shot on a HAV before it ducks behind cover and full charge for full damage.
Purifier. First Class.
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Georgia Xavier
Y.A.M.A.H
457
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Posted - 2015.05.15 12:26:00 -
[382] - Quote
Megaman Trigger wrote:Random thought: What if the Forge had a 2 tier charge, like the Charge Snipe? Half charge for half damage, which be good for close range defensive fire (ie. An Assault comes on your flank) or getting that last shot on a HAV before it ducks behind cover and full charge for full damage. That would be awesome in my opinion. What I also kinda wish for the forge to have is the use of the L1 button. It doesn't Zoom, but I would be aiming with the ads sensitivity. Since my aim is abysmal when it comes to hitting the engine of the tank.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8784
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Posted - 2015.05.15 14:37:00 -
[383] - Quote
My problem with crouching in the case of heavy weapons is it is extremely immersion-breaking for me and doubles your chances of eating headshots.
Immersion breaking because if you take a kneeling shoiter stance with a rifle you can set your body for additional stability thus with a sniper or battle rifle it makes sense.
Doing the same with a hip fired heavy weapon is physically impossible because of how it's carried.
I object to rewarding the behavior on heavies because with HMG fights, unless I am in a no-tank minsent with 50% damage I will always win standing and moving against an HMG Crouch. It's bad behavior for little to no return. It makes you an easy target unless you are at sniper ranges where the diminished visual profile helps you do the job.
Bluntly CCP should have put a prone position into the game for snipers and ambushers with rifles.
Making a heavy weapon do the turret moron thing encourages stupid behavior. In fact I onobject to any idea that tries to make fatties behave like turrets. Why?
Did it work worth a sh*t for the breach forge?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Megaman Trigger
Ready to Play
336
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Posted - 2015.05.15 15:28:00 -
[384] - Quote
The only game to have the brace/crouch mechanic work was Space Marine, but even then you had the option to strife and fire like the AHMG or brace for full fire. In Dust, I don't see the brace working. Would only promote camping corners.
Purifier. First Class.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8808
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Posted - 2015.05.16 06:45:00 -
[385] - Quote
Why is this thread below the barbershop?
We're above that.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Megaman Trigger
Ready to Play
336
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Posted - 2015.05.16 10:20:00 -
[386] - Quote
Hey Breakin, you got any tips for using the Bolt Pistol or MagSec?
Purifier. First Class.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8823
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Posted - 2015.05.16 11:44:00 -
[387] - Quote
Megaman Trigger wrote:Hey Breakin, you got any tips for using the Bolt Pistol or MagSec? Yeah. Run the BP alongside a forge gun. Don't hipfire it outside 20m. Dont ADS inside 20m. Use the LEX-1 damage mods for the best balance between heavy weapon firepower and sidearm stopping power.
Run the magsec whenever you are battling idiots so they can understand how bad they are. Alternatively it's gggood for comedy fits. It's outperformed in close by al of the other sidearms. When it's far enough out that it should shine the recoil rapidly vomits utself all over the place, forcing you to stop and recharge every few seconds. This cuts your DPS in half.
Less recoil or less charge time is needed for the magsec to be anything but an opportunistic "f**k you, you're bad. HOW bad? You got killed by a magsec!"
Bolt pistols are pretty much the best counter to nova knives on AV fits.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Megaman Trigger
Ready to Play
338
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Posted - 2015.05.19 12:23:00 -
[388] - Quote
Finally managed to get an APEX fit; went for the Federation Atlas. Now I have a mostly free AV fit (I'm only paying for the Bolt Pistol) that packs a punch with twin Krin's damage mods.
Loving the Bolt Pistol but I still use the Flaylock quite often for CQC or watching an objective on my HMG fit.
Purifier. First Class.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8
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Posted - 2015.05.22 11:37:00 -
[389] - Quote
If this falls off page 1 you all fail at life and fatness.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Georgia Xavier
Y.A.M.A.H No Context
518
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Posted - 2015.05.22 12:07:00 -
[390] - Quote
Breakin Stuff wrote:If this falls off page 1 you all fail at life and fatness. What do you mean?
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