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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.01.10 01:07:00 -
[91] - Quote
DUST Fiend wrote:Baal Omniscient wrote:KEROSIINI-TERO wrote:Text Grant wrote:I run proto AV every match. I can't kill well built somas, much less gunnies, or maddies. Until 1 AV'er can kill 1 tanker, so long dust. It's been a crappy 4 years, and I'd like a refund for my aurum CCP.
. I think you are not aiming for a realistic balanced situation, at all. The underlined part sounds an awful lot like: Quote:Until any AV'er can kill 1 tanker Even if you mean maximized proto AV vs maximized proto tank and not lesser AV variations, that is not good gameplay balance. The reason why that is broken balance is that if in all theoretical 1v1 scenarios (impossible btw) both tank and infantryman are "on balance", the tank gets absolutely wrecked, instagibbed and all totaled if two infantrymen casually open fire together. Let's face it: infantry, dropships, tanks (and even scouts and sentinels) play differently. I understand your point, but at the same time this point can be boiled down 'Tanks shouldn't be able to be killed 1v1 because then when they get into a 2v1 situation they are f*cked'. Which is the same scenario for every other non-vehicle player on the field. 2v1 with equivalent gear and the 1 is in trouble. It's not an even analogy because of the differences between infantry and vehicle combat, but the fact is that you can currently have people soloing in a fitting that cannot be killed by another player soloing in a fitting meant to counter the first. And with hardeners in their current state a solo Av player is better off trying to avoid a hardner stacked tank because they will accomplish nothing more than drawing it's attention to them. At best, scaring it away for a few seconds. The meta is broken and needs fixing. I'm not advocating any particular action, but in the end vehicles need to be able to be killed in a 1v1 fight. But do infantry players have to wait to call in their dropsuits? Are their dropsuits vulnerable to destruction and theft while being called and recalled? Can vehicles cap points? Do infantry have a supply cap? As far as tanks go, are full proto fits equivilent to Infantry? Why should one player have to go through so many more hurdles, in and even before match, just to be easily wrecked by a single player? And, to add icing to that tasty cake, after you go up in flames to that one idiot and wait all that time to get another vehicle up and running, that numskull wanders over to a supply depot and goes back to being rambo before switching out again for more free points. I've personally always advocated for less infantry killing power and simply make vehicles the best counter to vehicles, that way AV is more of a support role if alone yet can still function as primary AV in small groups of 2-3
When it comes to infantry killing power I consider now that it's not so much that HAV need less of it.... they just need to be able to do it in a different way.
I'm for the idea that Anti Infantry Firepower should be put in the hands of secondary and tertiary gunners who crew your gun turrets (these solo player tanks are stupid as all hell) though for that to happen the small turrets themselves would have to function a bit better each in their intended role.
Blasters and Auto Cannon As Anti Infantry Missiles as Semi Lockable AV Railguns as Powerful Direct Damage AV
However when it comes to the main turrets it's not that HAV need less capacity to kill infantry only more more suitable way of representing their killing power befitting the type of powerful vehicle main cannon they have equipped. High Explosive Splash Damage weapons that kill upon direct hits and can be used to bombard areas or clear out cover with accurate shots.
Also if we simply reduce HAV capacity to kill infantry without giving them on map strategic options, goals, etc that do directly influence infantry gameplay such as destroying turrets, generators, etc we're simply making them less enjoyable to play than they already are.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Medical Crash
Systematic Engineers Unlimited
418
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Posted - 2016.01.10 02:55:00 -
[92] - Quote
True Adamance wrote:[quote=DUST Fiend][quote=Baal Omniscient][quote=KEROSIINI-TERO][quote=Text Grant]I run proto AV every match. I can't kill well built somas, much less gunnies, or maddies. Until 1 AV'er can kill 1 tanker, so long dust. It's been a crappy 4 years, and I'd like a refund for my aurum CCP.
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
My YouTube Channel
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.01.10 05:56:00 -
[93] - Quote
Medical Crash wrote:
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
That's not really my idea, nor do I agree with it. I feel HAV main guns should primarily be an Anti Tank gun however it should have a sizable AOE effect enough that it can threaten infantry with well placed shots.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Baal Omniscient
Qualified Scrub
2
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Posted - 2016.01.10 11:45:00 -
[94] - Quote
Godin Thekiller wrote:kickin six wrote:I'm a FG'er and this is an age-old situation that CCP makes worse on every release. I don't want to be able to take a tank out without some hard ass work but to even things I think they should lose one of their advantages when 1/2 damaged; Speed, Repairing or Firing. Disable any one and that's closer to fairness. Or maybe if they are severely damaged then high-acceleration increases the damage. That would give FG one more chance from long-distance.
I still take out a lot of tanks but I also die more since their aim precision was improved. Just part of the game. Other than picking off someone running in the open from 150m, there's nothing funner than watching a tank try to get away and not make it. Cheers I'll accept this when I can shoot at infantry and disable them too. Also, unless they've actually changed something since the last time I checked (2 weeks ago), precision on not a single turret, or anything else has improved. I'll accept disabling infantry when infantry get active hardeners. Your argument boils down to 'that functions different than mine, so no'. Well, closer to 'that makes mine function more different than yours'. You can go around and around all day arguing like that and get nowhere. I am not saying that his suggestion is a good one, but your response is not a counter point in the slightest.
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"Baal comes...and destruction follows him like a storm."
añ¿añ+añ¦añ¿aÑìaññañ¦añ+añ¿aÑìañºañòañ+añ¦añ+aññ-añªañ+añùañ¿aÑìaññ-añ¦añ¦añÖaÑìañù
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Baal Omniscient
Qualified Scrub
2
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Posted - 2016.01.10 12:00:00 -
[95] - Quote
DUST Fiend wrote:Baal Omniscient wrote:KEROSIINI-TERO wrote:Text Grant wrote:I run proto AV every match. I can't kill well built somas, much less gunnies, or maddies. Until 1 AV'er can kill 1 tanker, so long dust. It's been a crappy 4 years, and I'd like a refund for my aurum CCP.
. I think you are not aiming for a realistic balanced situation, at all. The underlined part sounds an awful lot like: Quote:Until any AV'er can kill 1 tanker Even if you mean maximized proto AV vs maximized proto tank and not lesser AV variations, that is not good gameplay balance. The reason why that is broken balance is that if in all theoretical 1v1 scenarios (impossible btw) both tank and infantryman are "on balance", the tank gets absolutely wrecked, instagibbed and all totaled if two infantrymen casually open fire together. Let's face it: infantry, dropships, tanks (and even scouts and sentinels) play differently. I understand your point, but at the same time this point can be boiled down 'Tanks shouldn't be able to be killed 1v1 because then when they get into a 2v1 situation they are f*cked'. Which is the same scenario for every other non-vehicle player on the field. 2v1 with equivalent gear and the 1 is in trouble. It's not an even analogy because of the differences between infantry and vehicle combat, but the fact is that you can currently have people soloing in a fitting that cannot be killed by another player soloing in a fitting meant to counter the first. And with hardeners in their current state a solo Av player is better off trying to avoid a hardner stacked tank because they will accomplish nothing more than drawing it's attention to them. At best, scaring it away for a few seconds. The meta is broken and needs fixing. I'm not advocating any particular action, but in the end vehicles need to be able to be killed in a 1v1 fight. But do infantry players have to wait to call in their dropsuits? Are their dropsuits vulnerable to destruction and theft while being called and recalled? Can vehicles cap points? Do infantry have a supply cap? As far as tanks go, are full proto fits equivilent to Infantry? Why should one player have to go through so many more hurdles, in and even before match, just to be easily wrecked by a single player? And, to add icing to that tasty cake, after you go up in flames to that one idiot and wait all that time to get another vehicle up and running, that numskull wanders over to a supply depot and goes back to being rambo before switching out again for more free points. I've personally always advocated for less infantry killing power and simply make vehicles the best counter to vehicles, that way AV is more of a support role if alone yet can still function as primary AV in small groups of 2-3 In a situation where vehicles and av were balanced I would not be opposed to coding a limit to the number of fits allowed who have an AV weapon. As for the differences between vehicles and infantry, those are not the fault of infantry. A balanced game requires a meta that is evenly matched between av and vehicles in a 1v1 situation. Whatever is required to make that happen I will support because I want a game that is properly balanced for everyone who plays. A solo av player ambushed by a proto tank while crossing a map shouldn't be completely helpless anymore than a solo tank ambushed by a proto AV player. That's balance
añ¼añ+añ¦-añ¬añ+añƒañ¦-añÿañ¿añ+añ+añ¦-añªañ+añùañ¿aÑìaññ
"Baal comes...and destruction follows him like a storm."
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SLY AVENGER
G0DS AM0NG MEN RUST415
0
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Posted - 2016.01.10 17:02:00 -
[96] - Quote
Text Grant wrote:I run proto AV every match. I can't kill well built somas, much less gunnies, or maddies. Until 1 AV'er can kill 1 tanker, so long dust. It's been a crappy 4 years, and I'd like a refund for my aurum CCP.
Ways to fix since I put this here...
1 keep tanks strong, but take away their acceleration
2 make tanks weak, but keep the acceleration.
3 add dispertion to all hybrid large turrets, and nerf the range on them.
Hey, let me know if any of these things happen so I can actually enjoy a game not based on tank vs tank warfare only. You see the thing is, if you can't kill a soma within 3 lai dai packed Av nades, then something is wrong. Beyond that, a TANK is a TANK for a reason. At proto militia and standard gear bounce of a tank like rubber toys, making it harder to kill.
It costs more because its DESIGNED to be more impenetrable, as you can see nornal AR bullets don't do much.
You need multiple people to work together and kill a tank.
As a half Dust Veteran I've never seen one person take on a proto tank without some form of assistance.
I'm probably wrong xD
I'll teach you how to be the epitome of Failure!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
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Posted - 2016.01.11 00:27:00 -
[97] - Quote
I've done it a lot.
It's just by and large not worth the effort.
Shield tanks are too easy, madrugars are a chore, not a challenge.
IMO madrugars are too hard to hit infantry with, too resilient if you use the cookie cutter fits.
Gunnlogis are too squishy and the railguns involve more luck. When they had splash damage versus sentinel splash resistance things were more interesting.
But i wouldn't call av/v interactions fun.
One side thinks tanks should be invulnerable to skilled gunners.
The other side thinks that having a swarm launcher means a tank should always die.
Those of us in the middle get conflated with the morons on both extreme.
Imagine a gigantic, shiny bug zapper.
Embrace your destiny.
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sullen maximus
Rawdy Horde
15
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Posted - 2016.01.11 18:28:00 -
[98] - Quote
Breakin Stuff wrote:I've done it a lot.
It's just by and large not worth the effort.
Shield tanks are too easy, madrugars are a chore, not a challenge.
IMO madrugars are too hard to hit infantry with, too resilient if you use the cookie cutter fits.
Gunnlogis are too squishy and the railguns involve more luck. When they had splash damage versus sentinel splash resistance things were more interesting.
But i wouldn't call av/v interactions fun.
One side thinks tanks should be invulnerable to skilled gunners.
The other side thinks that having a swarm launcher means a tank should always die.
Those of us in the middle get conflated with the morons on both extreme.
This all is a common problem among games which allow instantaneous load out modification. It's been a problem I refer to as the "battlefield" problem. I call it that because of the battlefield series which has always struggled between balance when it came to anti vehicle weapons. Where is the balance when any player at any time can respawn with vehicle killing noob canons? Make it too powerful and any group with 2 players knowing what they're doing can effectively shut down the enemy teams vehicles. Too weak and anything short of half the team focusing fire will make the vehicle invincible. Battlefield controlled this to some extent by regulating vehicle respawns. Halo did it by regulating the vehicles AND anti vehicle weapons to respawn timers. Dust has neither and adds a level of complexity by having different levels of the same tanks. TBH i'm not quite sure how the developers can fix this. So long as it's simply an n+1 of both the tanks and anti-tanks you will always have the problem of low end tanks being worthless to high end anti-tank and low end anti-tank being pointless to use.
To compare in eve, when getting better ships of the same type (tech 2 or tech 3) generally the ships have additional special features which are the real benefit. What I would have preferred to see is something where enhanced and proto anti-tank weapons have 'other' characteristics to make them more desirable aside from simply a n+1 damage scenario. For example enhanced could have the effect of being able to lock on through buildings, or retain locks withouth line of sight. Proto could then further this by having semi smart missiles that are capable of following around buildings and obstacles to some extent. With this model you could then lower the proto damage and raise the basic anti vehicles to a closer margin. The same could then be done with tanks to similar effect with the higher tanks get more 'extra features' from the lower. things like built in cru, semi-auto small turrets, etc. There are lots of options. With this model the over all hp of the high tanks could be significantly lowered along with there costs. |
sullen maximus
Rawdy Horde
15
|
Posted - 2016.01.11 22:50:00 -
[99] - Quote
Medical Crash wrote:
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
Taste of their own medicine? Let me ask you how many times is it Proto tanks which you are having an issue destroying vs the militia, standard, and enhanced? Other than the proto the other types get rofl raped by AV weapons in the game currently. Seriously stop the "i have AV therefore I should be able to single handedly take out tanks mentality" |
Devadander
Woodgrain Atari
1
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Posted - 2016.01.12 04:34:00 -
[100] - Quote
sullen maximus wrote:Medical Crash wrote:
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
Taste of their own medicine? Let me ask you how many times is it Proto tanks which you are having an issue destroying vs the militia, standard, and enhanced? Other than the proto the other types get rofl raped by AV weapons in the game currently. Seriously stop the "i have AV therefore I should be able to single handedly take out tanks mentality"
This is the rock wall I find my forehead against ATM.
Trying to write an overhaul for AV/V, except we have the x* problem.
* being however many people can be arsed to pull AV. Sometimes this is 0, others >6.
Add in the fact that on paper, std and adv HAV sound good, but aren't when faced with half skilled av/V.
Coupled with std only DS/LAV...
And topped with officer AV.........
Even then, with our watered down selection of modules, viable fits echo our current meta. The only sheet I'm not thoroughly sick of is my "dream" sheet. Complete stat/module/AV variant rebuild.
And dreaming up new AV variants is where I run dry...
After actually trying to rebuild and crunch new numbers, I've come to realize why CCP has left vehicles in the cold so long. Without a full rebuild, its impossible. Even then..
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2016.01.12 05:43:00 -
[101] - Quote
Nothing Certain wrote:
I reaaly don't get this, vehicle/AV balance is in a good place, if anything vehicles could use a small buff with the exception of the hardened Maddy. That is pretty much broken, a swarm user has no effect on it. They can eat all your swarms and Lai Dai's and just roll up on to you. Good tankers are hard to kill but sometimes they get too cocky because they are almost invulnerable.
Not Lai Dais.
NOT Lai Dais. The biggest dps in the whole game.
"Cut cut cut - Trim trim trim!"
KERO-TRADER is my official Eve character for Dust trading.
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Thaddeus Reynolds
Facepunch Security
610
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Posted - 2016.01.12 05:52:00 -
[102] - Quote
Devadander wrote:sullen maximus wrote:Medical Crash wrote:
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
Taste of their own medicine? Let me ask you how many times is it Proto tanks which you are having an issue destroying vs the militia, standard, and enhanced? Other than the proto the other types get rofl raped by AV weapons in the game currently. Seriously stop the "i have AV therefore I should be able to single handedly take out tanks mentality" This is the rock wall I find my forehead against ATM. Trying to write an overhaul for AV/V, except we have the x* problem. * being however many people can be arsed to pull AV. Sometimes this is 0, others >6. Add in the fact that on paper, std and adv HAV sound good, but aren't when faced with half skilled av/V. Coupled with std only DS/LAV... And topped with officer AV......... Even then, with our watered down selection of modules, viable fits echo our current meta. The only sheet I'm not thoroughly sick of is my "dream" sheet. Complete stat/module/AV variant rebuild. And dreaming up new AV variants is where I run dry... After actually trying to rebuild and crunch new numbers, I've come to realize why CCP has left vehicles in the cold so long. Without a full rebuild, its impossible. Even then..
Pretty much the conclusion I came to with my MASSIVE SPREADSHEET OF DOOM! during the HAV bring back initiative. Any sort re-balance has to be with the One Player can take on One Player system (which there is nothing inherently wrong with), while making HAVs when fit like MBTs feel like MBTs. The conclusion I came to boiled down to increasing the hell out of Buffer, Modifying Duration on Current Mitigation, and Significantly nerfing sources of Passive Regeneration (while adding options for Active Regeneration on Armor)...so I figured, while we're at it, let's look at LAVs...and DSs...and look at what the stats on MAVs might be...and try to add in old armor, while converting their old fitting stats over to the new fitting system. Because change one thing with vehicles and everything else falls out of alignment. Also...AV weapons need help, the Vanilla Forge Gun does less damage than the Assault? The Breach has way too low DPS (and/or not enough alpha to justify such low DPS)...and there is only the Plasma Cannon for Anti-Shield AV...Progression on some items made no sense...Vehicle Operators need Fitting Skill Options (as current CPU/PG are far too restrictive)...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
15
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Posted - 2016.02.12 02:27:00 -
[103] - Quote
Thaddeus Reynolds wrote:Devadander wrote:sullen maximus wrote:Medical Crash wrote:
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
Taste of their own medicine? Let me ask you how many times is it Proto tanks which you are having an issue destroying vs the militia, standard, and enhanced? Other than the proto the other types get rofl raped by AV weapons in the game currently. Seriously stop the "i have AV therefore I should be able to single handedly take out tanks mentality" This is the rock wall I find my forehead against ATM. Trying to write an overhaul for AV/V, except we have the x* problem. * being however many people can be arsed to pull AV. Sometimes this is 0, others >6. Add in the fact that on paper, std and adv HAV sound good, but aren't when faced with half skilled av/V. Coupled with std only DS/LAV... And topped with officer AV......... Even then, with our watered down selection of modules, viable fits echo our current meta. The only sheet I'm not thoroughly sick of is my "dream" sheet. Complete stat/module/AV variant rebuild. And dreaming up new AV variants is where I run dry... After actually trying to rebuild and crunch new numbers, I've come to realize why CCP has left vehicles in the cold so long. Without a full rebuild, its impossible. Even then.. Pretty much the conclusion I came to with my MASSIVE SPREADSHEET OF DOOM! during the HAV bring back initiative. Any sort re-balance has to be with the One Player can take on One Player system (which there is nothing inherently wrong with), while making HAVs when fit like MBTs feel like MBTs. The conclusion I came to boiled down to increasing the hell out of Buffer, Modifying Duration on Current Mitigation, and Significantly nerfing sources of Passive Regeneration (while adding options for Active Regeneration on Armor)...so I figured, while we're at it, let's look at LAVs...and DSs...and look at what the stats on MAVs might be...and try to add in old armor, while converting their old fitting stats over to the new fitting system. Because change one thing with vehicles and everything else falls out of alignment. Also...AV weapons need help, the Vanilla Forge Gun does less damage than the Assault? The Breach has way too low DPS (and/or not enough alpha to justify such low DPS)...and there is only the Plasma Cannon for Anti-Shield AV...Progression on some items made no sense...Vehicle Operators need Fitting Skill Options (as current CPU/PG are far too restrictive)... flux nades are shield AV but yes the vanilla and breach forge guns need a buff I can say that as a forge gun user that the vanilla is better vs infantry than any other forge gun in terms of accuracy also why not also address punching as an AV option because reasons..
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Jammeh McJam
Dead Man's Game Preatoriani
460
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Posted - 2016.02.12 19:52:00 -
[104] - Quote
Why is there no dislike button?
Steam name - Jammeh McJam
PC master race
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.02.15 19:52:00 -
[105] - Quote
Jammeh McJam wrote:Why is there no dislike button?
What specifically do you dislike in the discussion.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
12
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Posted - 2016.02.19 03:59:00 -
[106] - Quote
True Adamance wrote:Jammeh McJam wrote:Why is there no dislike button? What specifically do you dislike in the discussion. Probably that Breakin Stuff guy. He's a jerkass.
Imagine a gigantic, shiny bug zapper.
Embrace your destiny.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.02.22 22:52:00 -
[107] - Quote
Breakin Stuff wrote:True Adamance wrote:Jammeh McJam wrote:Why is there no dislike button? What specifically do you dislike in the discussion. Probably that Breakin Stuff guy. He's a jerkass.
I'd say he's more of an 'Assbutt'
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Jenny Tales
Eternal Beings I Whip My Slaves Back and Forth
31
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Posted - 2016.02.26 08:04:00 -
[108] - Quote
is this guy trolling or...?
tanks are WAY more balanced now its not even funny how OP they used to be a year ago |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.02.27 09:21:00 -
[109] - Quote
Jenny Tales wrote:is this guy trolling or...?
tanks are WAY more balanced now its not even funny how OP they used to be a year ago
Um.... you are aware that Shield tanks, which arguably were the ones that were out of balance, are more potent than they ever have been in exactly the same way they were over powered last year....
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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