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Larkson Crazy Eye
WarRavens Imperium Eden
299
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Posted - 2015.09.19 06:31:00 -
[1] - Quote
Wow this is pretty sad. I came into this thread expecting some kind of valid grievances and half the list is just a jumping heavy with a mass driver? That's being a loser? So it's okay if your a scout with jump mods and a flaylock, plasma cannon or even a MD? A Gal logi running scans is being a loser?
What's next a scout who uses a shotgun is a loser?
of all the long list of grievances you could get out of this game these are some of the weakest excuses for rage posting I have ever seen. I'm really surprised red line sniping isn't really on the list at all, other than a brief mention of what some one does when they die to much.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Larkson Crazy Eye
WarRavens Imperium Eden
305
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Posted - 2015.09.20 19:28:00 -
[2] - Quote
Dust has always been a harsh game. In fact it used to be a lot worse back in the days when all we had to play was ambush. The old ambush in where you could bring in tanks... Let me tell you in the chaotic frenzy of an ambush match (with much smaller maps back then) a newbie starter fit had 0% chance against a good tank. A lot of the early maps were pretty much empty wasteland with a few rocks too, so you really had no where to hide. You used to also die in like half a second with a starter fit. Having something like a total of 300hp total. Now a lot of starter fits push 600hp in a combination of shields and armor.
There are good tactical choices you can make to help win a match, things that newer players with very little isk and SP have almost no chance of countering. It's unfortunate but true. The sad fact is though Dust has become a game in where to have fun, to keep your enemy happy and entertained your encouraged to not try and throw a match or two.
I'm not sure what exactly happened. I remember back in the day going 4/20 and being happy that in a starter fit I killed a proto player or two, costing them a quarter of a million isk while I lost next to nothing. I guess now people have to much money, proto fits are too cheap (especially with apex bpo) and you don't feel like you hurt them at all by killing them.
I think that's the main thing killing Dust these days compared to the old game. There was always a level of Have and Have not's, but the lowest militia fit could kill a proto player and make them feel the burn. A single death would completely ruin their isk efficiency for the whole battle if not more. Plus people even worse KD/R padders back then when any idiot could pick up a militia sniper riffle and go 10/0 due to the nearly unlimited range and lower armor/shield values.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Larkson Crazy Eye
WarRavens Imperium Eden
306
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Posted - 2015.09.21 16:06:00 -
[3] - Quote
IAmDuncanIdaho II wrote:Daemonn Adima wrote: The players who tell noobs to just stop playing if they aren't having fun are a serious detriment to any game. Instead, help them get better or point them in the right direction.
That offer stands here, anyone who wants to play with a good squad who will help you please add me.
I'm not a noob but am an average (or worse) player. Every time I see jumpy suits talked about and ppl defending them, I hear that I should counter them. But it's like a secret or something, because I've never once seen someone actually state how to counter that crap. I leave battles now when confronted by proto-jumpers - it irks me soo bad. So you're here to help - tell me what the counter is? Coz right now it's the one thing that spoils my fun to the extent I quit battles.
Well it can depend on the situation, fit etc. But if it's a jumpy scout/assault fit. The ones who jump real high and run fast they tend to have very little health. I find assault mass drivers work wonders since the explosion tends to go higher than they can jump, especially if you aim it as their landing. For pretty much the same reason assault scrambler riffles work well as those fits have very little health and usually have more shields than armor. Having a high RoF it makes connecting with some what wildly aimed shots easier. If your at anything but directly under them they die pretty easy.
A decently skilled heavy jumper is perhaps the hardest to kill given their higher HP and dmg varied dmg resistances. Obviously explosives like mass drivers won't work on them to well, the average heavy can take a full clip of splash dmg without dying, even with sacrificing some HP to jump mods. That said it's a pretty short burst fit without proper support. Honestly best thing to do with them is just stay away from supply depots and/or large concentrations of enemies. Sentinel based fits have no nano hives for ammo and Mass drivers empty their clips pretty quickly. They have to rely on their team to for resupply.
As for commando fits, meh. They tend to reload faster and have better dmg than a scout fit while still having a nano hive available. On the other hand they have far less slots to devote to jump mods, speed, stamina or additional armor and reps. I tend see most of them better off not jumping around but meh.
Of course this is against MD jumpers. Other jump fits take other reactions. Mostly though moving fast and erratically as possible usually helps. Against a lot of jumpers simply jumping yourself helps a ton. Even if you don't have any jump mods on that extra foot or two from the ground helps prevent the splash dmg from near misses that jump fits rely on so much from things like flay locks and PLC's.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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