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Thread Statistics | Show CCP posts - 14 post(s) |
NextDark Knight
Hellstorm LLC
870
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Posted - 2015.09.27 12:17:00 -
[571] - Quote
For all the people that dislike the Commando Bonus change,
The only reason Min had the bonus for Swarms was due to a damage profile oversite when coding into the game.It should have been a Cal Commando Bonus from day one. It's just being fixed now.
If you guys are nice enough to the DEVs there is a possibility to see race specified damage type swarm launchers in the LP Store.
Republic Specialist Swarm Launcher with a Missile Profile for Explosive Amar Specialist Swarm Launcher with a Missile Profile for EM Damage Federation Specialist Swarm Launcher with a Missile Profile for Plasma Damage
Don't hold your breath for commando having the bonus but it's always possible and fits in with switchable damage types for missiles.
Caldari Suit Videos Love Caldari - Since 6/29/2012
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Devadander
Woodgrain Atari
751
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Posted - 2015.09.27 13:18:00 -
[572] - Quote
Demandred Moores 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. The recharge is one of the BIGGEST issues. Regs cost a bit but they can be fit. This will be noticeable, not a complete fix 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 active armour reps brought back with passives being nerfed. Too much for one hotfix though I would assume.
I run double reg gunnis .... I can smell the fanmail already.
I feel sorry for all the drugar pilots that are going to have to learn to drive.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.09.27 14:26:00 -
[573] - Quote
I would probably complain a lot about some of these changes... Buuuuut, I have 12 pull proto suits and all the light weapons so, I'm not going to get screwed :D
Problem with changes like the cal commando being swarm proficient is that so many people spec'd into min commando's just for swarms.
Those people, are now screwed and have to go into a new suit or weapon.
But again, me and my 100+mil life time will be happy with what ever :DDD
The C.E.O. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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NextDark Knight
Hellstorm LLC
874
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Posted - 2015.09.27 15:03:00 -
[574] - Quote
Mortishai Belmont wrote: Problem with changes like the cal commando being swarm proficient is that so many people spec'd into min commando's just for swarms.
Won't be the first or the last time this happens.. When the buff the Mass driver is getting on vehicles will make the breach good for applying tank damage so not all is lost.
Caldari Suit Videos Love Caldari - Since 6/29/2012
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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.09.27 15:06:00 -
[575] - Quote
NextDark Knight wrote:Mortishai Belmont wrote: Problem with changes like the cal commando being swarm proficient is that so many people spec'd into min commando's just for swarms.
Won't be the first or the last time this happens.. When the buff the Mass driver is getting on vehicles will make the breach good for applying tank damage so not all is lost. I'm not gonna lie, super happy about the breach mass driver being useful. It upset me a little bit that it was kinda useless for the most part :c
The C.E.O. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.27 16:20:00 -
[576] - Quote
Demandred Moores wrote: The recharge is one of the BIGGEST issues. Regs cost a bit but they can be fit. This will be noticeable, not a complete fix 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 active armour reps brought back with passives being nerfed. Too much for one hotfix though I would assume.
I'll have to disagree there. Recharge is NOT the biggest issue, the biggest issue are the massive CPU/PG differences between armor and shields mods as well as the utility over defense.
The new recharge rates are helpful but don't point to the root of the problem. At full health using extenders with hardeners, assuming lets say a value of 4400 on health, it will still take 20 - 24 seconds to fully recover shield damage. Where a maddie will be recovering at a constant rate as you struggle to break fire.
In a straight fight, a maddie will still have the clear cut advantage. I mean just assume a maddie fit dual hards, plate, rep, heatsink, damage mod, nitro. That's fit for FULL tank AND damage augmentation / speed.
Conversely, look at your shield fit. If you want to fit for a full defense, 2 hards, 2 extenders at the very least are required. That leaves just one slot in your highs for an offense related utility mod. But then you need to fit a PG/CPU mod to your lows to make it happen because hardeners are quite intensive on PG/CPU (not to mention extenders).
To even say that right now recharge is the biggest issue right now just seems so ridiculous to me when you could just compare fits and see the obvious. Armor has no need to sacrifice any slots, yet a gunnie MUST to even compare to a poorly fit maddie.
And as far as HAV's usefulness on the field, nope. Yes, I'll admit there are some situations where they could shine. 5 point bridge map for one. But maps like 2 in 2 out cargo, or 3 in 2 out research, tanks are just useless. Home point defense at best if you can even shoot the console, many sockets you can't.
They are good at shooting dropships down, but generally a FG fills this niche better, as they can sit in the middle of the map, elevated. Even swarms work better with their tracking many times, as leading a dropship isn't exactly the easiest thing to do.
Transport, that's what a dropships is for.
Sure in pubs it does seem like the HAV is this unstoppable murder machine winning the match. But then I go run infantry and play to the points mostly ignoring the tank on the field because unless its a blaster, it won't be doing much. Even if it's a blaster, mobility around points can be extremely limited so it's not much an issue ducking behind cover or moving around another area.
It's usually an issue of silly blue dots that think they need to kill this tank doing absolutely nothing for their team, leaving the points undefended in the process or running into the maws of the enemy.
And if all else fails, AV grenades. Oh wait, all explosives do full damage to tanks (more to armor), cores it is! Maybe throw in some mass driver rounds and drive that tank off and never once worry about breaking my infantry slaying capabilities with AV nades that can't damage infantry or swarms that can't shoot at infantry.
Be my guest though, I hope you enjoy those plasma cannon rounds to the fuel cell that basically strip all of your shields in a single round with both hardeners up! It should be quite interesting for those unprepared for the pain! |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.27 16:30:00 -
[577] - Quote
Devadander wrote:I run double reg gunnis .... I can smell the fanmail already. I feel sorry for all the drugar pilots that are going to have to learn to drive.
Really, I mean come on really. Is the only competition you ever get sica's and soma's. Do me a favor, jump into a PC and find yourself some real competition.
There is NO chance you would ever beat a dual hard, rep, plate maddie. Even getting him from behind it would still turn and just insta pop you.
Fanmail, haha. Sounds like you need to move up in the MU bracket and quit playing academy scrubs. I don't even care about gunnies, I'll let you hit my maddie at 300M as I rush in with a blaster. Eating every single round and then basically insta popping you the moment you get in range.
Then I could casually roll off with full health! And don't give me this crap about sneaking around or whatever. I'll be playing at the same level, the only encounter you get is face to face. |
Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.27 16:54:00 -
[578] - Quote
When ?
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Foehammerr
Dead Man's Game
213
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Posted - 2015.09.27 18:39:00 -
[579] - Quote
Since I know Ratt Is reading this thread, instead of making a new thread for this i'll add on to the OP
CCP Rattati wrote: Shield Tanking We are taking a major step towards a balance between Armor and Shield tanking with this new Hotfix, radically strengthening the shield recharge rates, recharge delays and damage thresholds of Caldari and Minmatar Dropsuits. We also reduced the CPU cost of Shield Regulators by almost 20%t to top it off.
While this is a good start, I don't think its enough to keep people from omnitanking, especially on Caldari assaults to get absurd levels of EHP on a medium frame. Being slow from armor isn't enough. To penalize people who omnitank, they need to be "big" and slow. This would work by increasing the dropsuit scan profile when using shield extenders making them easier to spot on scans. Since this penalty on top of the recharge delay might be crippling to those who shield tank, the delay needs to be removed. The rate the profile increase needs to match the Caldari scout so if a person were to fully shield tank, the bonus to profile dampening would completely negate the penalty to shield extenders at level 5.
Since there would no longer be a delay increase to adding shield extenders, those who use the Caldari assault would perhaps only need one to two regulators, freeing up the extra slots for profile dampeners and kinetic catalyzers
CCP Rattati wrote: HAV/AV Balance Secondly, changing the Swarm Launcher profile to be a new Explosive GÇô Missile, and granting the damage bonus to the Caldari Commando, and leaving Minmatar Commandos with Explosive GÇô Explosives (both have a +20% Armor/-20% Shield damage profile.
Rather than simply switching the suit bonuses from one commando to another, I think the commando should remain a rail/sniper platform and add missile bonuses to the Caldari medium frame, specifically to lock on speed and missile flight speed, adding a different but equally useful skill that makes the medium frame attractive (though they're all still technically viable options as is). I believe all light, medium,and heavy frames should get bonuses that make them more attractive than the specialist frames in some situations, instead of being an SP wall to the "tech 2" frames.
As an extension to this topic, Assault suits should only get cap fitting bonuses to their own racial weapons (or specific types in the case of the Caldari and Minmatar). for the C/G series Assaults It should be all hybrid weapons, for Minmatar, Kinetic (combat Rifles and SMGs), and for the Amarr, Laser. For the weapons not affected by these bonuses, this is where the medium frames get their moment to shine. The detailed Explanation is here.
Assault suits should also get a fitting bonus to Kinetic Catalyzers to incentivize mobility over large buffer tanking.
Part 1/2
De Opresso Liber
Beta Vet since 2/5/2013
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Foehammerr
Dead Man's Game
213
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Posted - 2015.09.27 18:39:00 -
[580] - Quote
2/2
CCP Rattati wrote: Rifles The Gallente Assault Rifle family is fairly underpowered to the rest of them, not statistically per se, but due to other Assault Dropsuits having better Skill bonuses. ThatGÇÖs why we are introducing a very strong bonus into the form of a ROF bonus for Gallente Assault Dropsuits. Players have been clamoring for a better Caldari bonus as well, and that is being added as a Kick/Recoil reduction for Rail Rifles.
While I think both of these bonuses are much needed additions, I would like to make a recommendation to specify the Caldari bonus to Aim Down Sights kick specifically. If the kick gets reduced in general, it would make the Rail Rifle too effective in too many situations, especially close quarters which is a bit of a problem already. For a weapon with the highest range (both optimal and maximum effective), precision, and alpha damage, the only logical counterbalance is for it to perform poorly up close. limiting the bonus to ADS incentivizes use at range, rather than being able to use it at all ranges with negligible penalties.
To balance the rail rifle's poor performance in CQB (should it be implemented this way), the Caldari Assault should also get a fitting bonus to Assault Rifles, giving it a close quarters option while only retaining bonuses for the rail rifle. I also believe the inverse should be the case for the Gallente Assault.
CCP Rattati wrote: Other Weapons Breach Shotguns get a Clip and Ammo Buff, MagSec gets a healthy damage buff and a charge time reduction. Small Blaster given a robust Splash radius buff to help with Anti Infantry work, especially from the skies, but also from HAVs/LAVs.
Locus Grenade damage progression made Standard and Advanced grenades fairly useless, so we are going to have the same damage for all tiears, with increasing radius per tier. We are also fixing the Packed Locus and buffing the Fused Grenades considerably.
Modules We wanted to improve the Biotics family so are reducing the PG cost of the KinCats, buffing the Cardiac Regulator. We normalized the Myofib damage bonus but increased base Melee damage on all dropsuits to make up for it.
ThatGÇÖs it for now, go ahead and comment on these changes, that look like they will stir up the meta quite a lot.
<3
One thing I would like to request is the return of zoom for Basic and Breach Forge Guns. as they currently stand, the Basic and Breach have been second fiddle to the assault, as there is nothing substantial making them more attractive than the AFG. With the Breach, you almost feel penalized for using it with the fact that you cant move while charging it. If the Basic received a mid range zoom and the Breach long range zoom, I think people will find them more useful. Also, since the assault forge gun is now the only one with splash damage, it will be harder to "forge snipe" like before. It could potentially give people an anti infantry option with it, but it will be as harder then using plasma cannons since there is no splash damage.
De Opresso Liber
Beta Vet since 2/5/2013
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.27 19:38:00 -
[581] - Quote
Foehammerr wrote:To balance the rail rifle's poor performance in CQB (should it be implemented this way), the Caldari Assault should also get a fitting bonus to Assault Rifles, giving it a close quarters option while only retaining bonuses for the rail rifle. I also believe the inverse should be the case for the Gallente Assault..
No.
Your close quarters option is the soon-to-be-buffed MagSec: it's going to be faster charging, higher damage and benefits from the original CalAss bonus (reload speed) and the base Assault fitting bonus.
So no, CalAss should not get another bonus because you don't understand how good you have it already. Especially considering the MagSec is basically as good as the AR anyway.
Alt of Halla Murr. Sentinel.
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Foehammerr
Dead Man's Game
215
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Posted - 2015.09.27 20:33:00 -
[582] - Quote
Kallas Hallytyr wrote:Foehammerr wrote:To balance the rail rifle's poor performance in CQB (should it be implemented this way), the Caldari Assault should also get a fitting bonus to Assault Rifles, giving it a close quarters option while only retaining bonuses for the rail rifle. I also believe the inverse should be the case for the Gallente Assault.. No. Your close quarters option is the soon-to-be-buffed MagSec: it's going to be faster charging, higher damage and benefits from the original CalAss bonus (reload speed) and the base Assault fitting bonus. So no, CalAss should not get another bonus because you don't understand how good you have it already. Especially considering the MagSec is basically as good as the AR anyway.
While your statement is accurate, you misunderstand my intentions and are also going on the assumption that people are only going to use the MagSec, when the Bolt Pistol and the Ion Pistol exist as well. The point of my recommendation is both the Gallente and Caldari Assault are Hybrid Weapon platforms, and as such should receive fitting bonuses to all hybrid weapons, and that's it. It is no different than it already is, but in this circumstance its going on the premise that Ratatti did what needed to be done and limited the assault fitting bonus to racial weapons, which you'd see if you actually read the whole post.
De Opresso Liber
Beta Vet since 2/5/2013
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.27 20:57:00 -
[583] - Quote
Foehammerr wrote:While your statement is accurate, you misunderstand my intentions and are also going on the assumption that people are only going to use the MagSec, when the Bolt Pistol and the Ion Pistol exist as well. The point of my recommendation is both the Gallente and Caldari Assault are Hybrid Weapon platforms, and as such should receive fitting bonuses to all hybrid weapons, and that's it. It is no different than it already is, but in this circumstance its going on the premise that Ratatti did what needed to be done and limited the assault fitting bonus to racial weapons, which you'd see if you actually read the whole post. Yes and no. DUST and EVE lore is somewhat uncertain, sine we've had conflicting elements since Dust began. For example the Incubus has bonuses to both, but neither Assaults have bonuses for both.
And the Bolt Pistol is an effective sidearm, even at close quarters. But your suggestion was that CalAss should get a bonus to help with CQC: MagSecs are already effective at CQC and will be more so after the Hotfix, so your notion of having a CqC bonus is unwarranted, especially considering that Dust lore does not inherently support the idea of Gal/Cal fully using both Hybrid types.
Finally, a lore reason isn't necessarily a good enough reason to break balance.
Alt of Halla Murr. Sentinel.
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Foehammerr
Dead Man's Game
216
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Posted - 2015.09.27 21:11:00 -
[584] - Quote
Kallas HallytyrYes and no. DUST and EVE lore is somewhat uncertain, sine we've had conflicting elements since Dust began. For example the Incubus has bonuses to both, but neither Assaults have bonuses for both.
And the Bolt Pistol is an effective sidearm, even at close quarters. But your suggestion was that CalAss should get a bonus to help with CQC: MagSecs are already effective at CQC and will be more so after the Hotfix, so your notion of having a CqC bonus is unwarranted, especially considering that Dust lore does not inherently support the idea of Gal/Cal fully using both Hybrid types.
Finally, a lore reason isn't necessarily a good enough reason to break balance.
TL;DR: the MagSec is an effective CQC option, making the introduction of an AR CalAss bonus entirely unnecessary - not because the MagSec is the [i wrote:only [/i]sidearm a CalAss should use, but because it is an option that fills a hole that you feel is there.
I actually never mentioned lore even once. There is nothing stopping the potential fittings with ARs on Caldari Assaults from being used right now.
the reason I want racial fitting bonuses only is to fix game breaking fits like Minmatar Assaults with shotguns and Amarr assaults with rail rifles and every suit under the sun using bolt pistols and flaylock pistols. if you can use any weapon on any suit with similar results as the suits they're designed to be used on, it defeats the point of specialization.
De Opresso Liber
Beta Vet since 2/5/2013
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
817
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Posted - 2015.09.27 22:07:00 -
[585] - Quote
Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. |
XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.27 22:08:00 -
[586] - Quote
Dewie Cheecham wrote:Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. It's getting a rof nerf.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
819
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Posted - 2015.09.27 22:13:00 -
[587] - Quote
XxBlazikenxX wrote:Dewie Cheecham wrote:Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. It's getting a rof nerf.
It's a start, but sadly doesn't fix the hit detection. |
Dewie Cheecham
Enlightened Infantries Special Planetary Emergency Response Group
819
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Posted - 2015.09.27 22:14:00 -
[588] - Quote
Swarms getting nerfed against ADS'es? ADS'es are already OP as it is. If anything the swarms should get a +25m range buff instead of a nerf. |
XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.27 22:15:00 -
[589] - Quote
Dewie Cheecham wrote:XxBlazikenxX wrote:Dewie Cheecham wrote:Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. It's getting a rof nerf. It's a start, but sadly doesn't fix the hit detection. It's not bit detection, it's kick and dispersion.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
2
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Posted - 2015.09.27 22:16:00 -
[590] - Quote
Dewie Cheecham wrote:Swarms getting nerfed against ADS'es? ADS'es are already OP as it is. If anything the swarms should get a +25m range buff instead of a nerf. ADS's are a flying coffin. A very expensive flying coffin.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Genral69 death
RAT PATROL INC.
771
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Posted - 2015.09.27 22:25:00 -
[591] - Quote
XxBlazikenxX wrote:Dewie Cheecham wrote:Swarms getting nerfed against ADS'es? ADS'es are already OP as it is. If anything the swarms should get a +25m range buff instead of a nerf. ADS's are a flying coffin. A very expensive flying coffin. I'm gona assume he doesn't fly
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.27 22:48:00 -
[592] - Quote
XxBlazikenxX wrote:Dewie Cheecham wrote:Bolt pistols? What about them? Are they getting their broken hit detection fixed soon? Right now it's not far from being shooting-over-your-shoulder-while-farting-in-the-general-direction-to-get-a-sure-kill level hit detection. It's getting a rof nerf. Which make no sense.. But.. Well.. It's Dust I suppose.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
136
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Posted - 2015.09.27 23:11:00 -
[593] - Quote
Tebu Gan wrote:Demandred Moores wrote: The recharge is one of the BIGGEST issues. Regs cost a bit but they can be fit. This will be noticeable, not a complete fix 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 active armour reps brought back with passives being nerfed. Too much for one hotfix though I would assume.
I'll have to disagree there. Recharge is NOT the biggest issue, the biggest issue are the massive CPU/PG differences between armor and shields mods as well as the utility over defense. The new recharge rates are helpful but don't point to the root of the problem. At full health using extenders with hardeners, assuming lets say a value of 4400 on health, it will still take 20 - 24 seconds to fully recover shield damage. Where a maddie will be recovering at a constant rate as you struggle to break fire. In a straight fight, a maddie will still have the clear cut advantage. I mean just assume a maddie fit dual hards, plate, rep, heatsink, damage mod, nitro. That's fit for FULL tank AND damage augmentation / speed. Conversely, look at your shield fit. If you want to fit for a full defense, 2 hards, 2 extenders at the very least are required. That leaves just one slot in your highs for an offense related utility mod. But then you need to fit a PG/CPU mod to your lows to make it happen because hardeners are quite intensive on PG/CPU (not to mention extenders). To even say that right now recharge is the biggest issue right now just seems so ridiculous to me when you could just compare fits and see the obvious. Armor has no need to sacrifice any slots, yet a gunnie MUST to even compare to a poorly fit maddie. And as far as HAV's usefulness on the field, nope. Yes, I'll admit there are some situations where they could shine. 5 point bridge map for one. But maps like 2 in 2 out cargo, or 3 in 2 out research, tanks are just useless. Home point defense at best if you can even shoot the console, many sockets you can't. They are good at shooting dropships down, but generally a FG fills this niche better, as they can sit in the middle of the map, elevated. Even swarms work better with their tracking many times, as leading a dropship isn't exactly the easiest thing to do. Transport, that's what a dropships is for. Sure in pubs it does seem like the HAV is this unstoppable murder machine winning the match. But then I go run infantry and play to the points mostly ignoring the tank on the field because unless its a blaster, it won't be doing much. Even if it's a blaster, mobility around points can be extremely limited so it's not much an issue ducking behind cover or moving around another area. It's usually an issue of silly blue dots that think they need to kill this tank doing absolutely nothing for their team, leaving the points undefended in the process or running into the maws of the enemy. And if all else fails, AV grenades. Oh wait, all explosives do full damage to tanks (more to armor), cores it is! Maybe throw in some mass driver rounds and drive that tank off and never once worry about breaking my infantry slaying capabilities with AV nades that can't damage infantry or swarms that can't shoot at infantry. Be my guest though, I hope you enjoy those plasma cannon rounds to the fuel cell that basically strip all of your shields in a single round with both hardeners up! It should be quite interesting for those unprepared for the pain! You are correct, maddy can have better survivability and sacrifice none of it to add dps. That's a common problem with shield vs armour in general though.
Dat missile sica pretty gud doh |
Soraya Xel
Random Gunz Rise Of Legion.
6
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Posted - 2015.09.28 02:02:00 -
[594] - Quote
CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs
This is hilarious and a terrible point. :/ You can't aim swarms, so "weak spots" are irrelevant for them.
You're buffing forges (which are already the only viable anti-dropship weapon, and the best at killing tanks) via this weak spot, and also thrice-over nerfing the swarms, which were already basically useless.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.28 02:14:00 -
[595] - 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
I assume you've tested swarms against weak points in a test environment. Approximately how often are you able to strike the weak point with swarms?
"That little sh*t Pokey..." --CCP Rattati
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.09.28 03:03:00 -
[596] - Quote
Soraya Xel wrote:CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs This is hilarious and a terrible point. :/ You can't aim swarms, so "weak spots" are irrelevant for them. You're buffing forges (which are already the only viable anti-dropship weapon, and the best at killing tanks) via this weak spot, and also thrice-over nerfing the swarms, which were already basically useless. Swarms aren't useless. They're useless against HAVs, but they're good at wrecking LAVs and decent at chasing away dropships. Possibly too good at the latter. |
Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.28 03:14:00 -
[597] - Quote
In regards to fisting a tank in the butt until it dies...
https://pbs.twimg.com/media/CP9CJK5VAAAgTfh.jpg:large
"That little sh*t Pokey..." --CCP Rattati
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Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
137
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Posted - 2015.09.28 04:35:00 -
[598] - Quote
Soraya Xel wrote:CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs This is hilarious and a terrible point. :/ You can't aim swarms, so "weak spots" are irrelevant for them. You're buffing forges (which are already the only viable anti-dropship weapon, and the best at killing tanks) via this weak spot, and also thrice-over nerfing the swarms, which were already basically useless. forges are terrible anti air swarms are way better all I do is ads what are you talking about?
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Megaman Trigger
OSG Planetary Operations
788
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Posted - 2015.09.28 10:57:00 -
[599] - Quote
Demandred Moores wrote:Soraya Xel wrote:CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs This is hilarious and a terrible point. :/ You can't aim swarms, so "weak spots" are irrelevant for them. You're buffing forges (which are already the only viable anti-dropship weapon, and the best at killing tanks) via this weak spot, and also thrice-over nerfing the swarms, which were already basically useless. forges are terrible anti air swarms are way better all I do is ads what are you talking about?
I'd disagree that Forge Guns are terrible anti-air weapons; their range, power and projectile speed make them pretty good at it, they just need to be aimed carefully and the shots timed to hit fast moving DS and ADS. One shot is usually enough to deter an ADS, two shots if they pop a Shield Booster. Even with a Hardener active, ADS don't like sticking around with a good Forger on overwatch.
Purifier. First Class.
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Echo 1991
Titans of Phoenix Damage LLC
954
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Posted - 2015.09.28 11:20:00 -
[600] - Quote
Pokey Dravon wrote: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 I assume you've tested swarms against weak points in a test environment. Approximately how often are you able to strike the weak point with swarms? You can barely hit the weak point unless you are behind the HAV and standing about 10m away. The nerf to swarms is baseless, if you wanted them to be less effective you should lower the damage, not make it so a dropship can now only be effectively destroyed with a forge. Losing an extra 25m is going to be a pain.
Wanna play eve?
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