Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Paulus Phen502
Red and Silver Hand Amarr Empire
67
|
Posted - 2015.09.28 11:32:00 -
[601] - Quote
Gonna have too make a new officer Breach Shotgun to further unbalance the game and favor the "rich get richer" officer hoarders. Where's the racial HMGs or full trading? And since Calmanditos can stack Damage Mods pretty well you might wanna nerf the range even more or some Carebear ads cowards may not leave the redline in PCs. Of course I can think of one or two who didn't leave the line anytime there was a real fight anyway.
"There's no stoppin' what can't be stopped, no killin' what can't be killed," King Willie Predator II.
|
Devadander
Woodgrain Atari
753
|
Posted - 2015.09.28 11:53:00 -
[602] - Quote
Tebu Gan wrote: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.
Oh no, right in the feels....
Seriously? I run a gunni because they are more fun to drive than a maddy. We all know they can't compete ATM so goml with your "I'm so pro" crap. Currently, if I feel like tanking, I call a gunni. I zip around and have fun trying to stay alive mostly. Yes, its easily popped.
However, if I actually tank a match and get popped in the gunni, out comes the windrugar... I'm nearing 800m in isk alone so losing 2m once in a while hurts me not. If I'm having a good time, your opinions can get rekt.
Oh, and BTW sweetheart.. After foxfour, a dual reg gunni will tank an ion blaster with damage mods running. Math. Add a hardener, and I'm gonna need a bigger bucket.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Nocturnal Soul
Primordial Threat
7
|
Posted - 2015.09.28 12:04:00 -
[603] - Quote
Seems more suited for True Adamance. That long distant stare just screams disdain.
"Remember to Ratatat that ass" ~ The Internet
|
TheD1CK
Dead Man's Game
2
|
Posted - 2015.09.28 12:53:00 -
[604] - Quote
**GAME-BREAKING NEWS**
In Planetary Conquest last night.. the return of 2 DEVS, 1 cup, players involved are currently in recovery
Confirming, those players were CCP'd on again last night. More game-breakng news at 10.
SOONtm
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 15:26:00 -
[605] - Quote
Devadander wrote:
Oh no, right in the feels....
Seriously? I run a gunni because they are more fun to drive than a maddy. We all know they can't compete ATM so goml with your "I'm so pro" crap. Currently, if I feel like tanking, I call a gunni. I zip around and have fun trying to stay alive mostly. Yes, its easily popped.
However, if I actually tank a match and get popped in the gunni, out comes the windrugar... I'm nearing 800m in isk alone so losing 2m once in a while hurts me not. If I'm having a good time, your opinions can get rekt.
Oh, and BTW sweetheart.. After foxfour, a dual reg gunni will tank an ion blaster with damage mods running. Math. Add a hardener, and I'm gonna need a bigger bucket.
Terribly sorry, I'll admit I was being over critical. I started with a gunnlogi over 2 years ago tanking, it's still hands down my favorite. Thing is, I want to see them become competitive again. It doesn't help though when people downplay their very serious faults.
But I'm going to have to burst your bubble here. A duel reg gunnie doesn't stand a chance now before first overheat of the blaster. What makes you think 94 extra shield regen, and a one second improvement to shield delay non depleted will change that?
You are probably better off with one reg, as I assume stacking penalties apply to the regs. So now yr down to a 2 second non depleted. So lets just assume a 10 second span. (assuming duel regs)
Gunnie Non depleted recharge - 1760 Depleted recharge - 1540
Maddie (single rep) Total repped - 1670
So if I ignore the fact that armor reps are constant, whoo gunnie wins! But armor reps constantly, so lets just look at that. So lets assume the maddie has a pro blaster with just base damage no modifiers. In this 10 seconds you get hit once 5 seconds in.
Gunnie 1 sec - waiting on recharge 2 sec - waiting on recharge 3 sec - 220 4 sec -220 5 sec - Damaged, recharge aborted 6 sec - waiting on recharge 7 sec - waiting on recharge 8 sec - 220 9 sec -220 10 sec -220
So you get a total of 1100 reps minus the 195 from the single blaster shot. So total repped, 905. Back to our comparison:
Gunnie - 905 Maddie - 1670
So I'm putting my money on the fact that this shield recharge change won't have any considerable impact on a gunnies life. But I wanna go a step further and check out a duel reg or maybe just a single reg fit (don't use 2 regs, I don't think you will get anything out of the second reg)
Well, proto fits is painfully out of date. But it does seem a fit like this:
Duel hards (adv) Duel hvy extenders ( 1 pro, 1 adv) Basic shield booster (pro) Single reg Particle cannon
Is possible. This is how I fit mine for testing purposes a while back. I've tried it now when I had the advantage, and there was no way to beat those reps. Without a heatsink, you just won't win that fight. Even assuming you can break engagement for 10 seconds, the maddie will have nearly repped the same amount as yourself.
So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance. |
Megaman Trigger
OSG Planetary Operations
790
|
Posted - 2015.09.28 16:17:00 -
[606] - Quote
Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies?
Purifier. First Class.
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 16:54:00 -
[607] - Quote
Megaman Trigger wrote:Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies?
Not positive, but it's low enough that a pro blaster will still stop regen with 2 hards up. Meaning a freedom mass driver should be sufficient to stop regen as it does more damage per shot over the blaster. I suspect as well a flaylock pistol will have enough power to stop shield regen as well.
But it would be nice to know the exact threshold number. |
GENERAL FCF
Sentinels of New Eden
152
|
Posted - 2015.09.28 16:57:00 -
[608] - Quote
Interesting proposal. I just spec'ed into proto Gallante Commando and was bummed to hear that the already awesome Assault is getting another buff. The Gallente Commando is ok and gets owned really quick no matter what suit comes it's way. The ROF buff bonus should be on the Commando as well. And since shield tanking is getting a very big boost this update when is the Gallante Sentinel going to have a base rep rate of 10/sec? Compare it to shield tanking and they have many more modules to augment their shield reps not mention a base shield regen rate of 30! Gallante has a laughable 4! That's less than 1/3 the shield... I thought Gallante were supposed to be rep kings? Not just another suit option with little to no incentive. Please fix this too! |
Megaman Trigger
OSG Planetary Operations
790
|
Posted - 2015.09.28 17:19:00 -
[609] - Quote
Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies? Not positive, but it's low enough that a pro blaster will still stop regen with 2 hards up. Meaning a freedom mass driver should be sufficient to stop regen as it does more damage per shot over the blaster. I suspect as well a flaylock pistol will have enough power to stop shield regen as well. But it would be nice to know the exact threshold number.
With explosives being -20 vs Shields, I'm not sure a MD will stop the regen unless it's a BMD.
Purifier. First Class.
|
Megaman Trigger
OSG Planetary Operations
790
|
Posted - 2015.09.28 17:24:00 -
[610] - Quote
GENERAL FCF wrote:Interesting proposal. I just spec'ed into proto Gallante Commando and was bummed to hear that the already awesome Assault is getting another buff. The Gallente Commando is ok and gets owned really quick no matter what suit comes it's way. The ROF buff bonus should be on the Commando as well. And since shield tanking is getting a very big boost this update when is the Gallante Sentinel going to have a base rep rate of 10/sec? Compare it to shield tanking and they have many more modules to augment their shield reps not mention a base shield regen rate of 30! Gallante has a laughable 4! That's less than 1/3 the shield... I thought Gallante were supposed to be rep kings? Not just another suit option with little to no incentive. Please fix this too!
Maybe boost it up to 6/s to start and see how that goes. If it's not enough, push a little higher until we find a.comfortable point.
Purifier. First Class.
|
|
CommanderBolt
Dead Man's Game
4
|
Posted - 2015.09.28 17:27:00 -
[611] - Quote
CCP Rattati wrote:Tebu Gan wrote:Breakin Stuff wrote:
When hell freezes over unless the rate of fire goes up on the forge.
Then we'll talk.
You are just DRIPPING with bias. But like I said a decrease to range would call for a buff in some other area. And it doesn't even have to be all forge guns. Things like the breach or the regular forge gun can keep that range. But the assault variant needs to come down in range. It's already the most powerful of all forge guns with no drawbacks in comparison to the other variants (unable to hold a charge isn't really a draw back from my experience). A reduction to range would make the other variants more appealing (breach get more range for long charge times?). Your standard variant and breach are long range area denial weapons, while the assault would be your short range area denial/destruction variant. Honestly though, in your quest to destroy vehicles, I feel you are neglecting your own bias for the forge gun. My balancing rule of thumb is to gain you must lose. So a weapon should not have long range and high dps. As range increases, dps should go down. This is evident in the breach, but it lacks what it really needs, more range. The assault is like the converse, same range but MORE dps. Why? great questions, the breach should have more range. later topic.
Yes! You GOD! Remove or reduce the speed and movement penalty to the Breach forge and give it more range and I will use that thing as my new slaughter device! =D
"Madness how we turned our common-ground into a battle-ground.." - Essa
|
Megaman Trigger
OSG Planetary Operations
791
|
Posted - 2015.09.28 17:30:00 -
[612] - Quote
CommanderBolt wrote:CCP Rattati wrote:Tebu Gan wrote:Breakin Stuff wrote:
When hell freezes over unless the rate of fire goes up on the forge.
Then we'll talk.
You are just DRIPPING with bias. But like I said a decrease to range would call for a buff in some other area. And it doesn't even have to be all forge guns. Things like the breach or the regular forge gun can keep that range. But the assault variant needs to come down in range. It's already the most powerful of all forge guns with no drawbacks in comparison to the other variants (unable to hold a charge isn't really a draw back from my experience). A reduction to range would make the other variants more appealing (breach get more range for long charge times?). Your standard variant and breach are long range area denial weapons, while the assault would be your short range area denial/destruction variant. Honestly though, in your quest to destroy vehicles, I feel you are neglecting your own bias for the forge gun. My balancing rule of thumb is to gain you must lose. So a weapon should not have long range and high dps. As range increases, dps should go down. This is evident in the breach, but it lacks what it really needs, more range. The assault is like the converse, same range but MORE dps. Why? great questions, the breach should have more range. later topic. Yes! You GOD! Remove or reduce the speed and movement penalty to the Breach forge and give it more range and I will use that thing as my new slaughter device! =D
If the Breach didn't have that immobilisation, it would see a lot more use.
Purifier. First Class.
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 17:38:00 -
[613] - Quote
Megaman Trigger wrote:Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies? Not positive, but it's low enough that a pro blaster will still stop regen with 2 hards up. Meaning a freedom mass driver should be sufficient to stop regen as it does more damage per shot over the blaster. I suspect as well a flaylock pistol will have enough power to stop shield regen as well. But it would be nice to know the exact threshold number. With explosives being -20 vs Shields, I'm not sure a MD will stop the regen unless it's a BMD.
264 damage to shields, It most certainly should, considering the large blaster does 195 per shot and still breaks regen with hards up. |
Devadander
Woodgrain Atari
757
|
Posted - 2015.09.28 17:50:00 -
[614] - Quote
Currently, with dual regs and no hardener running, I can drive past a blaster installation and not worry about it. Turn on a hardener and I can stand off on it balancing my heat until I destroy it.
I can also tank anything but ions ATM, modded or not, with a hardener running. But even a full contact salvo from xt will not pop a dual hard maddy.
I like that we got love, but it won't dethrone madrugars.
My fit is: Ext Hard Dual boost (basic lights to kick in emergency regen) Dual reg (with these even a basic light boost will engage full regen cycle) Heat sink for gunners
Effective vs anything but prodrugar ion. ( and other missile boats)
I expect to be able to tank some serious blaster fire after ff hits given my addiction to dual regs. Killing the hull its on is another thread entirely....
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Megaman Trigger
OSG Planetary Operations
791
|
Posted - 2015.09.28 17:56:00 -
[615] - Quote
Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote:Megaman Trigger wrote:Tebu Gan wrote: So in reality, no, this change won't have any sizable impact on a gunnies performance tank to tank. They will however be good against AV, same as before. As most forms of AV, minus the plasma cannon, do less damage to shields. But with your lower HP totals, increased sweet spot damage, and now more forms of damage (ie all explosives) to watch out for, I'm afraid it will be worse for the gunnie, not better.
The best you could hope for in a gunnie is that with the extra forms of AV will keep the maddies at bay. While the extra forms of AV will affect a gunnie to a lesser extent, in the end it will still have a further negative impact on their performance.
What's the damage threshold for regen on gunnies? Not positive, but it's low enough that a pro blaster will still stop regen with 2 hards up. Meaning a freedom mass driver should be sufficient to stop regen as it does more damage per shot over the blaster. I suspect as well a flaylock pistol will have enough power to stop shield regen as well. But it would be nice to know the exact threshold number. With explosives being -20 vs Shields, I'm not sure a MD will stop the regen unless it's a BMD. 264 damage to shields, It most certainly should, considering the large blaster does 195 per shot and still breaks regen with hards up.
Is that the Breach or the Freedom?
Purifier. First Class.
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 18:01:00 -
[616] - Quote
Megaman Trigger wrote: Is that the Breach or the Freedom?
Freedom, according to proto fits.
Mind you this is direct impact damage, something you don't often observe using against infantry but will most def see against tanks. |
Megaman Trigger
OSG Planetary Operations
791
|
Posted - 2015.09.28 18:11:00 -
[617] - Quote
Tebu Gan wrote:Megaman Trigger wrote: Is that the Breach or the Freedom?
Freedom, according to proto fits. Mind you this is direct impact damage, something you don't often observe using against infantry but will most def see against tanks.
Will certainly be interesting to see how things go.
Purifier. First Class.
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 18:58:00 -
[618] - Quote
Devadander wrote:Currently, with dual regs and no hardener running, I can drive past a blaster installation and not worry about it. Turn on a hardener and I can stand off on it balancing my heat until I destroy it.
I can also tank anything but ions ATM, modded or not, with a hardener running. But even a full contact salvo from xt will not pop a dual hard maddy.
I like that we got love, but it won't dethrone madrugars.
My fit is: Ext Hard Dual boost (basic lights to kick in emergency regen) Dual reg (with these even a basic light boost will engage full regen cycle) Heat sink for gunners
Effective vs anything but prodrugar ion. ( and other missile boats)
I expect to be able to tank some serious blaster fire after ff hits given my addiction to dual regs. Killing the hull its on is another thread entirely....
I'm sorry, but it's not possible to simply tank blaster fire with just a single hardener. Unless you are some how repping DURING the blasters fire, you are not doing what you describe yourself as doing. The only thing that has any chance of taking blaster fire uses two hardeners.
Duel regs are doing absolutely nothing, you simply won't have enough time to activate passive shield regen. Even if you do, a single bullet from the blaster will negate any regen done. If anything, your boosters are doing the work, negating the recharge delay and kick starting your passive regen.
Though again the blaster will negate that regen. Without regs, boosters will still initiate your full regen cycle btw. So a blaster maddie will hands down drop you in less then 10 seconds, not to mention one running damage mod and heatsink.
And don't even pretend like you can take a rail maddie with that fit. You won't, not anyone with any skills and experience in tanks. It will require you to land 7+ shots at the very least, and the maddie will have both a heatsink and damage mod with full tank.
Even if you broke engagement to recharge, the maddie will still be full and no doubt cooled down ready to go at you full strength again.
I've tanked for a very long time, and honestly I've never found a gunnie that even stood half a chance, even WITH 2 freakin gunners, in this new build. I've tried a fit similar to yours with duel regs. It doesn't work, it's half assed and weak in comparison to a whole slew of other fits.
Competitively, I see so many holes in that fit it's not even funny. I'm sorry man, but I gotta call you out on this one. Boosters, not regs, are creating the things you see. That's the main strength of your build, NOT the regs.
You could drop the regs, pop on cpu/pg boosters, and focus on better things for your high slots and probably see MORE improvement in your fit. Complex hvy ext, cplx hard, cplx small boosters ( for the faster CD times), and a cplx HS (maybe even better guns for your gunners). But dude, those regs are doing you absolutely no good with the weak recharge rate at current.
Seriously, try what I said an you won't even notice the loss of those regs. Regs are not affecting your boosters. |
Devadander
Woodgrain Atari
758
|
Posted - 2015.09.28 19:23:00 -
[619] - Quote
I have 17 HAV fits, 60m+ sp into HAV, and have been here since the beginning. So please just don't.
I'm telling you what I have seen with my own eyes. The boosters do jack under fire except kickstart regen (with hardener up they do a full cycle but are basic lights sooo....) Without dual regs I do NOT experience same shield effect.
Have stood my ground on turrets many a time. Killed many rail tanks. (I'm known to put neutrons on gunnis..) Have NEVER been a rail nor redline tanker...
Out of those 17 fits ... 2 are madrugars... I run gunni in current build, often. Exactly ZERO other fits perform like the dual regger. I don't get you man.. We got a problem idk about?
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 19:37:00 -
[620] - Quote
Devadander wrote:I have 17 HAV fits, 60m+ sp into HAV, and have been here since the beginning. So please just don't.
I'm telling you what I have seen with my own eyes. The boosters do jack under fire except kickstart regen (with hardener up they do a full cycle but are basic lights sooo....) Without dual regs I do NOT experience same shield effect.
Have stood my ground on turrets many a time. Killed many rail tanks. (I'm known to put neutrons on gunnis..) Have NEVER been a rail nor redline tanker...
Out of those 17 fits ... 2 are madrugars... I run gunni in current build, often. Exactly ZERO other fits perform like the dual regger. I don't get you man.. We got a problem idk about?
Sorry man, but technically regs should have no affect on booster performance. So forgive me if I have a hard time believing you on this. I've personally had booster work under blaster fire and other times not.
Let me get this clear, are you say that regs seem to somehow augment your booster so that they work while under fire to full affect. Because that honestly makes absolutely no sense. If it some how is the case, then it may point to where boosters are failing.
Though I would have to personally test this, I feel something else is going on here not related to the regs.
|
|
Devadander
Woodgrain Atari
758
|
Posted - 2015.09.28 19:49:00 -
[621] - Quote
Tebu Gan wrote:Devadander wrote:I have 17 HAV fits, 60m+ sp into HAV, and have been here since the beginning. So please just don't.
I'm telling you what I have seen with my own eyes. The boosters do jack under fire except kickstart regen (with hardener up they do a full cycle but are basic lights sooo....) Without dual regs I do NOT experience same shield effect.
Have stood my ground on turrets many a time. Killed many rail tanks. (I'm known to put neutrons on gunnis..) Have NEVER been a rail nor redline tanker...
Out of those 17 fits ... 2 are madrugars... I run gunni in current build, often. Exactly ZERO other fits perform like the dual regger. I don't get you man.. We got a problem idk about? Sorry man, but technically regs should have no affect on booster performance. So forgive me if I have a hard time believing you on this. I've personally had booster work under blaster fire and other times not. Let me get this clear, are you saying that regs seem to somehow augment your booster so that they work while under fire to full affect. Because that honestly makes absolutely no sense. If it some how is the case, then it may point to where boosters are failing. Though I would have to personally test this, I feel something else is going on here not related to the regs.
With dual regs, activating a booster seems to make shield continue to regen under fire till regen rate gets defeated. Without I cannot duplicate.
*shrug*
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 19:57:00 -
[622] - Quote
Devadander wrote: With dual regs, activating a booster seems to make shield continue to regen under fire till regen rate gets defeated. Without I cannot duplicate.
*shrug*
Full regen happens after one second. You should instantly get full benefit from booster. Anything else after is your passive regen, not booster regen. |
Devadander
Woodgrain Atari
759
|
Posted - 2015.09.28 20:25:00 -
[623] - Quote
Tebu Gan wrote:Devadander wrote: With dual regs, activating a booster seems to make shield continue to regen under fire till regen rate gets defeated. Without I cannot duplicate.
*shrug*
Full regen happens after one second. You should instantly get full benefit from booster. Anything else after is your passive regen, not booster regen. Have to test myself, but I'm not sure on this. There should be no correlation between a booster and regs.
I know all this. But I have not seen shields regen under fire without dual regs since the great nerf.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
ColdBlooded Max
Capital Acquisitions LLC
297
|
Posted - 2015.09.28 20:31:00 -
[624] - Quote
sorry but all this shield talk think about the cr i can see now ill be running away alot more now because we all know the cr dont do **** to shield and before u say use ur sidearm i am a min logi |
Megaman Trigger
OSG Planetary Operations
792
|
Posted - 2015.09.28 20:34:00 -
[625] - Quote
ColdBlooded Max wrote:sorry but all this shield talk think about the cr i can see now ill be running away alot more now because we all know the cr dont do **** to shield and before u say use ur sidearm i am a min logi
Why not use a Flux Grenade?
Purifier. First Class.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.28 21:03:00 -
[626] - Quote
Oh wow. I just realized how much potential tegen can happen between forge shots on a gunnlogi.
This could get ugly quickly.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 21:29:00 -
[627] - Quote
Breakin Stuff wrote:Oh wow. I just realized how much potential tegen can happen between forge shots on a gunnlogi. This could get ugly quickly.
440 right. Not to mention your -10 to shields. Eh maybe, but I'm betting you won't be the only one hitting it. And that fuel cell damage will be utterly insane. A gunnies fuel cell is SOO much easier to hit too. Thing sticks out like a sore thumb. |
Devadander
Woodgrain Atari
760
|
Posted - 2015.09.28 21:36:00 -
[628] - Quote
Breakin Stuff wrote:Oh wow. I just realized how much potential tegen can happen between forge shots on a gunnlogi. This could get ugly quickly.
My crappy math puts a dual reg gunni starting regen at around .4-.6. Then add new regen rate and a hardener...
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Devadander
Woodgrain Atari
760
|
Posted - 2015.09.28 21:46:00 -
[629] - Quote
All this tank talk is moot if commandos deal full punch damage to HAV....
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.28 22:02:00 -
[630] - Quote
Devadander wrote:Breakin Stuff wrote:Oh wow. I just realized how much potential tegen can happen between forge shots on a gunnlogi. This could get ugly quickly. My crappy math puts a dual reg gunni starting regen at around .4-.6. Then add new regen rate and a hardener...
Considering they no doubt have stacking penalties, it would be roughly 1.6 - 1.8 seconds shaved off. So about 1.4 - 1.6 to start regen with 2. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 :: one page |
First page | Previous page | Next page | Last page |