Victor Moody Stahl
Amarr Templars Amarr Empire
235
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Posted - 2015.09.26 20:09:00 -
[1] - Quote
Sole Fenychs wrote:Also, I'm not a dedicated AV guy, but I kind of wonder how likely it is to accurately heat the weak spot of an HAV with a swarmer. In my experience, the hills are an important piece of cover in that matchup and indirect fire is king. Then again, it wouldn't be easy with a forge gun, either, unless the HAV is retreating.
I wouldn't say that I'm a dedicated AV guy either, but in my (admittedly limited) experience, weakspot strikes against vehicles tend to fall into one of two conditions:
1. Surprise attack from behind (I once two shotted a Sica with a STD-level Plasma Cannon... though I do have PLC Prof3 and was using GalMando with L4 suit skill and two basic light damage mods, so YMMV)
2. Random lucky hits.
As far as what weapons work best for it... with Swarms, it's entirely luck. Plasma Cannons and Forges can actually pull of weakspot strikes on purpose, and in fact I've done it to great effect- I've 2-shot a Sica with a PLC*, and IIRC I once 1-shot a Sica with a Forge**.
It's also worth noting that the weakspot of the Madrugar is slightly more difficult to hit, as it's basically sandwiched between the aft track bogeys like a bunghole between cheeks.
OTOH, the Gunnlogi's weakspot isn't nearly as obvious. Common FPS vehicle convention is basically "rear shot=MAXIMUM DAMAGE", which the Gunnlogi doesn't quite follow, given that it's a specific point on the aft of the vehicle. Still easier to hit though, and IIRC I once one-shot a Sica with a STD-level Forge... which was admittedly pretty badass when it happened.
Now, as to my general thoughts about the patchnotes:
BPO Trading I'm disappointed that it's been changed to only STD-level Dropsuit BPOs, rather than all STD-level BPOs, but I'm willing to believe that this is due to technical limitations at present, or wanting to adjust things as necessary in order to get the right balance of things.
Overall, I definitely support more BPO trading, as I've got a substantial pile of BPOs that I have no need or use of (spare BR Saga, most of a Dren set, at least one spare Covenant Assault C-I and Covenant Sniper Rifle, 3 or 4 Amarr Sentinel BPOs), and a nice list of things I'd like to trade them for.
Sidearm Changes Loving the changes to the Magsec and the Scrambler Pistol. No comment on the Bolt Pistol; I don't really use it and I doubt that the change would affect me in any meaningful way anyways, as I roll KB/M (unless I'm flying, because derpship KB/M sucks bungus).
Assault SMG changes, IMO, are not so good... however, that's because I think that the Assault SMG should function like a sort of pocket HMG- 2000 rpm, 200 round magazine, probably around 11-12 damage per shot. That would be pretty boss, IMO. Still, the changes do look like they'll make Assault SMGs viable.
Light Weapon Changes Looking forward to the Breach Shotgun changes- I think that it should help the weapon out a lot, and will make it a very interesting choice for both shotgun scouts and commandos.
Range nerfs for the assault variants of the ScR/RR/CR don't bother me, but I tend to pick the AScR/ARR for a general purpose short-medium range weapon anyways, and the ACR has always been incredibly inconsistent for me so meh on that count.
Scrambler Rifle nerfs are... a mixed bag, IMO. Charge movement penalty is fairly neutral; the main use for the charge in my experience has been cover-to-cover fighting over long range, or attacking opponents who don't know you're there. Heat coefficient will mean that fewer shots can be fired before overheat no matter what, due to the microcharging phenomenon that Aeon Amadi and Thaddeus Reynolds discovered, so claims to the effect that it won't effect non-charged shots are false.
The recoil penalty seems incredibly harsh, but I've heard tell that it's hipfire-only. The probably is that I've seen no dev confirmation that that's the case. If it is hipfire only, then... why? Scrambler Rifles tend to not do well in CQB conditions unless they're confronting enemies that are thinly tanked. If it's actually a general nerf then... by the Empress, may she rest in eternal glory, why do you hate the Scrambler so much Rattati?
Dropsuit Skill Bonus Changes Generally good, though I think the simpler solution to the CalMando/MinMando Swarm problem is to change Swarm damage from "Explosive -20/+20" to "Hybrid-Railgun -10/+10". Maybe I'm just crazy though.
Should also clarify as to how the recoil bonus on the CalSalt applies, is it hipfire only, ADS only, or both? I personally don't see a problem with "both", but then again I was able to successfully hipfire a regular RR through some 30-ish rounds and insane recoil to kill someone yesterday, so meh.
Dropsuit Shield Changes I run armor most of the time, but most of these changes look good. A lot of people are sure to complain about how the new armor suit shield recharge/delay stats are better than old shield suits had, but they're just ignoring that the new shield suits are crazy-amazeballs superbadass better.
Grenades OH GOD NO. Please Ratman, do not do this thing of 600 damage boomnuggets for everyone!
I remember the dark days of locus grenades that supposedly only did 450 or 600 damage blapping 1200+ EHP behemoths in one shot. I don't want that to come back. Balancing locus grenades as having, say, 400-450 splash damage and then increasing the radius would have been perfectly fine. But 600?! NOPE. NOPE NOPE NOPE ALL MY NOPE.
Packed Locus getting higher damage is okay... though not really "900 damage" okay. I'd say maybe 750 at the most. Fused Locus... TBH I think it just needs to go away, and Amarrian grenades that stick to stuff be brought in instead.
Buff Logis | Nerf Scouts
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