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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:22:00 -
[1] - Quote
CCP Rattati wrote:remind me
Even in the far future Newtonian laws apply
Now please fix the shaky laser aim that thinks its a squirrel and add a proper zoom
Back to playing ps4 the Witcher 3
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:25:00 -
[2] - Quote
mr musturd wrote:D4GG3R wrote:mr musturd wrote:Is fine, can we go back to chrome turn speeds now? Musturd lives? Shhhhhh!!!! You'll blow my cover
Did we do laser versus laser or was that knife versus knife ? Still was fun
Eh back to my ps4
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:32:00 -
[3] - Quote
DeathwindRising wrote:Devadander wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. HMG has always been instafire, it spools as you fire increasing accuracy the longer you hold trigger. i heard that back in beta they tested a version that spooled up before firing... it turned out to be really really horrible. Yeah that was bad
On the other hand friends and enemies had blue shield bar and yellow armor bar Heavies had 4000 health
Hmg did 80 damage per bullet with no overheat once fireing
Go watch terminator two when arnold uses a minigun to shoot at cop cars
Replication was my favorite build |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:36:00 -
[4] - Quote
postapo wastelander wrote:Tech Ohm Eaven wrote:CCP Rattati wrote:remind me Even in the far future Newtonian laws apply Now please fix the shaky laser aim that thinks its a squirrel and add a proper zoom Back to playing ps4 the Witcher 3 Is Witcher same like Witchers before? Much much better More content More stories More fun Thats the main reason i play To have fun |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:48:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. http://blog.us.playstation.com/2012/02/17/the-future-of-war-building-dust-514s-arsenal/No. I won't stand for misinformation. Even before the game was in closed bea, it was already specifically mentioned that in the weapon description (via dev blogs) that the HMG didn't have spool-up time. "A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname GÇ£DeathGÇÖs Engine.GÇ¥ Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential." Bs Total bullshit the same as the description of a heavy standing toe to toe with a tank
Hmg in replication had spoolup time I was there I ran heavy The heavy had to constantly feather press r1 hmg trigger like a squirrel on crack until we spotted a target Feather press r1 hmg trigger was to shorten spinup time
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 23:12:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:[[ ]remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be.[/quote]
Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight.
There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times.[/quote]
http://blog.us.playstation.com/2012/02/17/the-future-of-war-building-dust-514s-arsenal/ No. I won't stand for misinformation. Even before the game was in closed bea, it was already specifically mentioned that in the weapon description (via dev blogs) that the HMG didn't have spool-up time.
"A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname GÇ£DeathGÇÖs Engine.GÇ¥ Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential."[/quote] Bs Total bullshit the same as the description of a heavy standing toe to toe with a tank
Hmg in replication had spoolup time I was there I ran heavy The heavy had to constantly feather press r1 hmg trigger like a squirrel on crack until we spotted a target Feather press r1 hmg trigger was to shorten spinup time
[/quote] Nope. Post proof, or it didn't happen. And a heavy can go toe to toe with a tank with sufficient cover and a forge gun. Important: which build did it supposedly disappear in?[/quote] Sagaris tanks instakilling forgegun using heavies never happened ?
Done with your bs
Later. |
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