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Thread Statistics | Show CCP posts - 14 post(s) |
Doc DDD
TeamPlayers Negative-Feedback
536
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Posted - 2015.09.26 15:34:00 -
[541] - Quote
Tebu Gan wrote:Kallas Hallytyr wrote:Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time. It's not all bad for Gunnies! No, but def not enough. Recharge is just a small part of the issue. Like, have you ever tried fitting a reg to a gunnie? What happens when you do so? And is it worth it over what you lose. This buff will have nearly no noticeable affect on their performance.
Will help Gunlogi recover faster in redline which is likely where the Madrugers will also be... I guess it's time to start asking for raill range buffs to have something to do back there....
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Templar XIII
Vherokior Combat Logistics
213
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Posted - 2015.09.26 15:39:00 -
[542] - Quote
Any Info as to wether SKINification is to be continued for Amarr Templar suits (AM-M, AM-H), Dragonfly suits (GA-L, CA-M), MN-M Sever, general Proto Suit SKINs and all other APEX/LP suits (especially the Amarr Seraph golden SKIN) ? And still no info on Amarr heavy (AV or not) weaponry? Rattati, please speak...
"Purchase Aurum, today!" - The Scriptures, Book XIII 1:22
The power of Quafe compels you!
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Genral69 death
RAT PATROL INC.
763
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Posted - 2015.09.26 15:46:00 -
[543] - Quote
Doc DDD wrote:Tebu Gan wrote:Kallas Hallytyr wrote:Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time. It's not all bad for Gunnies! No, but def not enough. Recharge is just a small part of the issue. Like, have you ever tried fitting a reg to a gunnie? What happens when you do so? And is it worth it over what you lose. This buff will have nearly no noticeable affect on their performance. Will help Gunlogi recover faster in redline which is likely where the Madrugers will also be... I guess it's time to start asking for raill range buffs to have something to do back there.... Lol, you assume gunlogi only rail from the redline, I use a gunlogi with a large blaster right in the enemy's faces , id take a shield booster over a regulator any day
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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ID G4f
XxAMBUSH FTWxX
34
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Posted - 2015.09.26 16:00:00 -
[544] - Quote
Genral69 death wrote:Doc DDD wrote:Tebu Gan wrote:Kallas Hallytyr wrote:Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time. It's not all bad for Gunnies! No, but def not enough. Recharge is just a small part of the issue. Like, have you ever tried fitting a reg to a gunnie? What happens when you do so? And is it worth it over what you lose. This buff will have nearly no noticeable affect on their performance. Will help Gunlogi recover faster in redline which is likely where the Madrugers will also be... I guess it's time to start asking for raill range buffs to have something to do back there.... Lol, you assume gunlogi only rail from the redline, I use a gunlogi with a large blaster right in the enemy's faces , id take a shield booster over a regulator any day
With every red suit now carrying av (all nades can be used for av now. As well as melee, and I'm betting we will see flaylocks galore) I think you are underestimating new av numbers and over playing your ability to overcome it.
85mil sp and counting
ID's Escrow - trade safe
Bernie sanders for president! Finally a president of the people
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.26 16:04:00 -
[545] - Quote
Templar XIII wrote:Any Info as to wether SKINification is to be continued for Amarr Templar suits (AM-M, AM-H), Dragonfly suits (GA-L, CA-M), MN-M Sever, general Proto Suit SKINs and all other APEX/LP suits (especially the Amarr Seraph golden SKIN) ? And still no info on Amarr heavy (AV or not) weaponry? Rattati, please speak... What you're talking about would come in a patch, not a Hotfix
"The unexamined life is not worth living."
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4lbert Wesker
Standby Retaliation
510
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Posted - 2015.09.26 16:04:00 -
[546] - Quote
Any word about nerfing jumping with myo?
WESKER S.T.A.R.S. is not my corporation!
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Genral69 death
RAT PATROL INC.
764
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Posted - 2015.09.26 16:07:00 -
[547] - Quote
[/quote] Lol, you assume gunlogi only rail from the redline, I use a gunlogi with a large blaster right in the enemy's faces , id take a shield booster over a regulator any day[/quote]
With every red suit now carrying av (all nades can be used for av now. As well as melee, and I'm betting we will see flaylocks galore) I think you are underestimating new av numbers and over playing your ability to overcome it. [/quote] Perhaps but will have to see how it turns out
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Regnier Feros
Pielords
790
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Posted - 2015.09.26 16:07:00 -
[548] - Quote
4lbert Wesker wrote:Any word about a av laser rifle variant? +1
LongLiveQueenZarZar
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Mikel Arias
Challengers 506
206
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Posted - 2015.09.26 16:09:00 -
[549] - Quote
So no date yet? I really want to start using a gallente assault again!!! |
Genral69 death
RAT PATROL INC.
766
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Posted - 2015.09.26 16:13:00 -
[550] - Quote
Hmm just thought would the explosion from a just destroyed vehicle kill the guy that melee it? . You can die from knifing a tank to death so y not melee. As with melee you have to be 1.5 meters from it
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Benjamin Ciscko
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.09.26 16:48:00 -
[551] - Quote
Genral69 death wrote:Hmm just thought would the explosion from a just destroyed vehicle kill the guy that melee it? . You can die from knifing a tank to death so y not melee. As with melee you have to be 1.5 meters from it 1/10 learn to troll better. |
Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.09.26 17:30:00 -
[552] - Quote
Tesfa Alem wrote:Booby Tuesdays wrote:
Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms.
I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. I completely agree. That also wasn't the point I was trying to make.
Let's say we're on the Bridge Map. The enemy is pushing across the bridge, aided by a red line rail tank, and a blaster tank on the far side of the bridge. The tanks may be within my new 150m range, but his infantry buddies are much closer than that. The more I fall back to avoid infantry, the worse my line of sight is on either vehicle. You would have to be in pretty ideal conditions to just sit back at 150m and fire off swarms. That would be more of a rooftop camper concern than a swarmer on the ground, trying to keep a tank back while his teammates fight off infantry.
Does that make more sense? I hate trying to convey things via text sometimes...
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
709
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Posted - 2015.09.26 19:25:00 -
[553] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Bremen van Equis wrote:Adipem Nothi wrote: Should the range nerf go through, I do not expect Swarms will see much use in the weeks and months following Foxfour. High risk and negligible reward will be to blame. High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off? High risk and negligible reward is what current ADS is all about, except maybe in the hands of the most adept pilots. Swarms on a basic Min commando (now Caldari after hotfix) seem to be low risk for lots of points. Are you trying to solo an ADS with swarms, or deny them access to clear a bunch of rooftop spawn points? Hi there. You must've confused me with Soraya; please re-read the very first line of my feedback on the topic: I agree that swarms are too good against dropships. Unfortunately for Swarmers, there's more at play with Swarms than their oppression of dropships. Take Swarms vs HAVs, for example. Why even bother? To answer your question, Swarmers are not being paid +75WP per volley. Swarming is not at all a WP-intensive activity. It is, however, a very high-risk activity. Swarmers tend to die alot. They just do. If you don't care to take my word for it, try it sometime for yourself. Better yet, ask Rattati for Swarm Launcher kill/spawn efficiency numbers. which is why swarms are also included in the weak spot increase for HAVs Question: Can you add some kind of feedback to hitting a weak spot? Headshot kills give a sound effect and increased WP. Maybe there could be a "fuell cell/bottom/etc. vehicle damage" WP reward instead of the ordinary "vehicle damage" reward upon hitting the weakspot? The weakpoints of vehicles are one of those mechanics that the game really doesn't go out of its way to explain, and this kind of feedback would really help in learning the interaction without constantly lurking the forums.
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. |
Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.26 19:56:00 -
[554] - Quote
Sole Fenychs wrote: Question: Can you add some kind of feedback to hitting a weak spot? Headshot kills give a sound effect and increased WP. Maybe there could be a "fuell cell/bottom/etc. vehicle damage" WP reward instead of the ordinary "vehicle damage" reward upon hitting the weakspot? The weakpoints of vehicles are one of those mechanics that the game really doesn't go out of its way to explain, and this kind of feedback would really help in learning the interaction without constantly lurking the forums.
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.
Basically, ambush; wait til the HAV is facing away, then let loose. as AV, you will almost always have the first-mover advantage, so make it count.
Over thinking, over analyzing separates the body from the mind.
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Victor Moody Stahl
Amarr Templars Amarr Empire
235
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Posted - 2015.09.26 20:09:00 -
[555] - 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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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.26 21:20:00 -
[556] - Quote
Booby Tuesdays wrote:Tesfa Alem wrote:Booby Tuesdays wrote:
Having to run 25m closer to an HAV or DS puts you 25m closer to the optimal range of RR and ScR. Infantry is the reason rational people like myself do not like the range nerf on swarms.
I am going to use proto fits, because they have the ranges and sliders that tell you what damage any given weapon does at what range. Lets take a look at the Opimal ranges and damages of both A Rail Rfile is 75m, effective range is 100m, We are concerned with 150m and Prototype stats. Damage 75m : 397 base DPS, per round 51.70 Damage 100m: 139.19 base DPS, per round does 18.09 Damage at 150m: 92.8 base DPS, per round does 12.06 damage. vs shields 10.86 Scrambler rifle: Damage 75m : 715 base DPS, per round 71.5 Damage 100m: 243.75 base DPS, per round does 24.38 Damage at 150m: 92.8 base DPS, per round does 16.25 damage. vs shields 22.43 At 150, sure you can be hit and take damage. Compared to swarm fits: 412 (base shield) Minandos, at 150m Kalikiota RR needs 37.75 consecutive hits to break your shields, Viziam needs 18.36 Calmandos (500 base shield) Kalikioota RR needs 46 consecutive hits to break shields Viziam needs 22.2 consecutive hits to break shields. Whitout counting armor, both prototype weapons have to stop to either reload or deal with overheat. Thats if they hit you with every single shot they fire from 150m. Thats plenty of warning to stop looking at the sky. At 150m, I think you are going to be alright from the troops. If anything I would be more worried about HAVs, who can sit still, take punishment and thier gunners have time to sight you. But only slightly worried. I completely agree. That also wasn't the point I was trying to make. Let's say we're on the Bridge Map. The enemy is pushing across the bridge, aided by a red line rail tank, and a blaster tank on the far side of the bridge. The tanks may be within my new 150m range, but his infantry buddies are much closer than that. The more I fall back to avoid infantry, the worse my line of sight is on either vehicle. You would have to be in pretty ideal conditions to just sit back at 150m and fire off swarms. That would be more of a rooftop camper concern than a swarmer on the ground, trying to keep a tank back while his teammates fight off infantry. Does that make more sense? I hate trying to convey things via text sometimes...
yeah man those concerns totally make sense. ground swarming in situation like that is pretty dicey, and you have to keep your rifle ready when troops are close.
that being said, 175m, or 150m, or 20th, you still have to be the judge of what's a priority : infantry at close range or tanks at long range. It doesn't matter if you have 400m range swarms if the enemy troops are within 75m and the tank is at 400m. you are still picking the tank as the priority when it's not the closest threat, and leaving your self open to be shot.
This of course applies to ground swarming. rooftop swarming, it frankly doesn't matter because you have effectivley sealed off all access to the roof without suiciding a dropship for 150m radius, or a diameter of 300m, safe to most all infantry except snipers. and that's where the range nerf starts to sound more reasonable. From a rooftop swamper shutting down 350m diameter to a 300m one seems fine to me.
even if you are the most dedicated ground swamper that doesn't mean roof top swarming does not need to be taken into account when looking at the overall picture.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Genral69 death
RAT PATROL INC.
768
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Posted - 2015.09.26 21:24:00 -
[557] - Quote
Benjamin Ciscko wrote:Genral69 death wrote:Hmm just thought would the explosion from a just destroyed vehicle kill the guy that melee it? . You can die from knifing a tank to death so y not melee. As with melee you have to be 1.5 meters from it 1/10 learn to troll better. I am no troll sir, I am poseidon god of the sea!
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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jdom503
Elysium's Electorate
6
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Posted - 2015.09.26 21:58:00 -
[558] - Quote
The whole buff nerf thing is a ploy to get us for more aur for boosters. It's like this if you're spec into something fully it takes a lot of time or money. If what you have gets nerfed and need to respec or just spec into what has been buffed fast to stay on top you got to cash out. I'm just pointing this out but on a good note I just 5d out my ar and my assault is g so this one helps me but others won't be so lucky. |
abdullah muzaffar
Random Gunz Rise Of Legion.
1
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Posted - 2015.09.27 00:31:00 -
[559] - Quote
Disagree on a few points -ACR didn't need a nerf. -ARR range nerf is OK, needs rof nerf. -ScR nerf was wrong way to do it. -Shield regen changes are a bit unbalanced. The sentinel gets shafted. -WHY THE **** DID YOU ******* SWAP THE SWARM ******* BONUS TO ******* CALMANDO WHY THE -**** DID YOU NOT JUST ******* REMOVE IT? -Swarm range nerf is dumb. No way to stop hardened throwaway transport ds. Lockon time was the most obvious thing that should have been changed. -Grenades might be a bit op. Would have kept range same through tiers and only change damage.(-+50 6m). Plus side is you don't need cores if you're skilled enough... -Why weren't the holdCharge FG variants buffed? -Can't say much about HAV dmg multipliers.(PLC will be op against shavs) -Why the **** aren't quafe weapons tradeable?
Only thing I can say are good are the shav regen and modules.
My Trades
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Y-BLOCK
BioCyberDevelopment
54
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Posted - 2015.09.27 02:48:00 -
[560] - Quote
Soraya Xel wrote:So in nerfing swarm range YET AGAIN, when it badly needed a buff to be able to hit... anything even remotely airborne.... swarms can now only be used against dropships that are parked. Which you are standing next to?
I totally agree!
Now that You've Tasted my Mutton.. How do you Like it!?!
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Y-BLOCK
BioCyberDevelopment
56
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Posted - 2015.09.27 02:53:00 -
[561] - Quote
Tri Stone wrote:Gal/Cal receive huge buff while the Amarr get double nerfed..... one nerf would have been enough but now it will have four times the kick after each consecutive shot? am I supposed to tap the trigger every two seconds to avoid the unnecessary kick?The amarr assault doesn't even have a bonus to it's own sidearm. So to maximize the suits effectiveness I have to throw on a laser light weapon on, while every other class can have either their racial sidearms/light weapons affected by their bonus...true makes sense.
I just want to know the logic behind nerfing the accuracy of the gun that was meant to be used accurately...
not only will I overheat fast but my shot's will be 4x less accurate... but hey I get a tiny improvement to my movement speed...when charging a shot...... a charge shot that will make me overheat after 4 shots..
Idk about you but I don't always land my charge shots, I definitely won't be using the charge shot ever... with only 4 shot's to hopefully kill my opponent with, if I miss the charge shot. It seems sort of useless to charge up now.
no other rifle renders you defenseless/immobilized other than the Scr/Lr... if this nerf goes through you might as well give us the ability to sprint when overheated cause at the moment I see Tac Ars, and Rail Rifles reigning supreme.
Totally agree with u, but the movement when charging is a nerf.
Now that You've Tasted my Mutton.. How do you Like it!?!
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zzZaXxx
XxAMBUSH FTWxX
791
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Posted - 2015.09.27 03:42:00 -
[562] - Quote
Y-BLOCK wrote:Tri Stone wrote:Gal/Cal receive huge buff while the Amarr get double nerfed..... one nerf would have been enough but now it will have four times the kick after each consecutive shot? am I supposed to tap the trigger every two seconds to avoid the unnecessary kick?The amarr assault doesn't even have a bonus to it's own sidearm. So to maximize the suits effectiveness I have to throw on a laser light weapon on, while every other class can have either their racial sidearms/light weapons affected by their bonus...true makes sense.
I just want to know the logic behind nerfing the accuracy of the gun that was meant to be used accurately...
not only will I overheat fast but my shot's will be 4x less accurate... but hey I get a tiny improvement to my movement speed...when charging a shot...... a charge shot that will make me overheat after 4 shots..
Idk about you but I don't always land my charge shots, I definitely won't be using the charge shot ever... with only 4 shot's to hopefully kill my opponent with, if I miss the charge shot. It seems sort of useless to charge up now.
no other rifle renders you defenseless/immobilized other than the Scr/Lr... if this nerf goes through you might as well give us the ability to sprint when overheated cause at the moment I see Tac Ars, and Rail Rifles reigning supreme. Totally agree with u, but the movement when charging is a nerf. Keep in mind all assault rifles but AR just got their range nerfed into the ground. Now SCR and RR will be the only long range rifles. RR on Cal Assault will be the sh*t but SCR will still be better in CQC, and will have much better range than any other rifle besides RR. TAR fails at range as much as it beasts at mid range in skilled hands, regardless of the new bonus. The SCR has a proper balance of strengths and drawbacks now. And if the recoil nerf is clearly too much Rat will tweak it, just like the ridiculous RR charge time when it first got nerfed.
Also keep in mind shields just became ridiculously good, so there will be more Caldari and Minmatar running around, and SCR will still be really good against shield tankers.
And if you've fired your SCR enough for it to almost overheat then either
a) you're engaging at range (as now only two rifles can) and should just take cover, reload, rep armor for a sec
or b) you're close enough to engage with your sidearm and you've melted their shields so finish them off with the SMG
or c) you're about to overheat and the enemy still had their shields up because you couldn't hit them at all, in which case you suck get good accept your fate |
CHET CHEWS
186
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Posted - 2015.09.27 05:00:00 -
[563] - Quote
I have a question regarding the ROF increase with the gal ass, will the ROF increase for the Tac Ar and the burst? Or just the regular AR?
"I wuv u senpai cause you so caguay"- {CHET CHEWS TO: CCP RATATI}
OFICIALLY RETIRED
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Ateroith
Random Gunz Rise Of Legion.
113
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Posted - 2015.09.27 05:41:00 -
[564] - Quote
Was Minmatar just ignored?
"...Rule #2 - Never start a fight. Rule #3 - Never lose one either." - Lee Child
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.27 05:54:00 -
[565] - Quote
CHET CHEWS wrote:I have a question regarding the ROF increase with the gal ass, will the ROF increase for the Tac Ar and the burst? Or just the regular AR? I believe it was said that all would be increased, even the shotgun.
Over thinking, over analyzing separates the body from the mind.
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StoneSmasher Drugga
Corrosive Synergy No Context
150
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Posted - 2015.09.27 06:40:00 -
[566] - Quote
Alena Ventrallis wrote:CHET CHEWS wrote:I have a question regarding the ROF increase with the gal ass, will the ROF increase for the Tac Ar and the burst? Or just the regular AR? I believe it was said that all would be increased, even the shotgun.
All AR not shotgun, CPM stated somewhere, but I don't have link.
There is no evil greater than hyperbole.
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Daddrobit
You Can Call Me Daddy
2
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Posted - 2015.09.27 06:54:00 -
[567] - Quote
StoneSmasher Drugga wrote:Alena Ventrallis wrote:CHET CHEWS wrote:I have a question regarding the ROF increase with the gal ass, will the ROF increase for the Tac Ar and the burst? Or just the regular AR? I believe it was said that all would be increased, even the shotgun. All AR not shotgun, CPM stated somewhere, but I don't have link.
Kevall Longstride wrote: We've had assurances from Rattati that the bonus will apply to AR's only. We were obviously concerned about the Bons becoming a machine shotgun gun.
Also bare in mind that AR's will now be eating up ammo like candy so the clips will drain much faster.
Darth-Carbonite GIO wrote:
The bonus only applies to ARs, or at least that's the intended result. We will have to see if any bugs pop up.
There ya go.
O.G. Pink Fluffy Bunny
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Flint Beastgood III
Standby Retaliation
1
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Posted - 2015.09.27 11:12:00 -
[568] - Quote
TheD1CK wrote:My only argument would be the Assault bonues.. Gallente with high RoF will be pretty nasty.. And.. again.. The Caldari reload is great!!, fast reloads to match fast recharge delays.. Kick reduction is just sending an invite for Cal Assaults to dominate in close ranges.. I've seen this spoke about a lot, always hoped the day would never come.. Edit: Just read replies and the bonuses are in addition to current.. Well thats OP There should be some interesting spam on the battlefield soon
Hence all the "WTB Ghalag's RR and Kalante's AR" posts in the trade channels.
BPO Trade Stall
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Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
133
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Posted - 2015.09.27 11:47:00 -
[569] - Quote
Press Attache wrote:Massive vehicle nerfs, no corresponding buff in lethality, and no creation of a distinct role for tankers.
Kind of meh.
Like the AV changes, forge should have been the best AV forever, but without a clear role for tanks(transport, scanning, or even as a functioning in PC/FW cru) it just means driving around outside large sockets.
Going to have to record what will surely be ridiculous deaths when infantry come up on masse and beat a tank to death. Jumping plc's were already ridiculous, this next patch should finally kill off vehicles for any competitive use.
Tankers don't have a role? Sitting straight on an objective watching a panel for point defense, pushing up and aggressing a point providing suppressive fire, anti air, transportation, and scans. All those are very important roles for havs. Seriously, no role? |
Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
133
|
Posted - 2015.09.27 11:58:00 -
[570] - Quote
Tebu Gan wrote:Kallas Hallytyr wrote:Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time. It's not all bad for Gunnies! No, but def not enough. Recharge is just a small part of the issue. Like, have you ever tried fitting a reg to a gunnie? What happens when you do so? And is it worth it over what you lose. This buff will have nearly no noticeable affect on their performance. The recharge is one of the BIGGEST issues. Regs cost a bit but they can be fit. This will be noticeable, not a complete fox but give them time. And havs are VERY valuable on the field. I don't get the hate a forge couldn't kill anything before. Not my tanks anyways. Jumpy plc is no problem stay aware. Would have like to see shield boaters reworked to multiple small pulses and av time armour reps brought back with passives bring nerfed. To much for one hotfix though I would assume. |
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