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vermacht Doe
93
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Posted - 2012.08.05 18:47:00 -
[1] - Quote
Most of my threads have me more or less complaining about imbalances but at this point I have gotten over most of them.
Bunny hopping, scouts, smgs, and hmgs= turn up sensitivity and hipfire at close range (even with scramblers and tactical rifles)
Hmg ads/sight= sharpshooter lvl 5 ( still not enough though)
Smg into primary= same as bunny hoping scouts amd smg
Underpowered tactical, over powered breach= all complex damage mods (not very efficient so i stick with the breach)
Have you also made a change to get past a seemingly immovable wall? |
vermacht Doe
93
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Posted - 2012.08.05 18:55:00 -
[2] - Quote
Lurchasaurus wrote:I havent hit any walls, but you quickly learn that each different weapon/vehicle has a certain play style associated with it for maximum effectiveness.
A lot of the QQ in the forums about weapons is due to incompetent players not able to just "figure it out."
Good point. Even the lock on for the swarm was balanced because it only had 6 shots even though snipers can ohk from the first level
The hmg was balanced because of it's sub assault rifle range |
vermacht Doe
93
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Posted - 2012.08.05 19:06:00 -
[3] - Quote
Lurchasaurus wrote:vermacht Doe wrote:Lurchasaurus wrote:I havent hit any walls, but you quickly learn that each different weapon/vehicle has a certain play style associated with it for maximum effectiveness.
A lot of the QQ in the forums about weapons is due to incompetent players not able to just "figure it out." Good point. Even the lock on for the swarm was balanced because it only had 6 shots even though snipers can ohk from the first level The hmg was balanced because of it's sub assault rifle range honestly i think CCP is gonna tweak the hmg again. No one is using them anymore due to their lack off applicability in the current map. As long as the appropriate use is there, a hmg should wipe out an AR every time, simply because of the nature of the gun. We'll see how it turns out next build with new maps. If it still proves to be "over-nerfed" ill make a request for a buff. Cant buff or nerf something that isnt finished yet.
The tactical rifles also need a buff but in a HIGHLY SPECIFIC ways.
The tactical ar should have the highest damage and highest accuracy but other than that, it's fine ( cough cough switch damage with the creodron cough)
The tactical sniper needs a SLIGHT increase in total rounds and a higher clip size |
vermacht Doe
93
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Posted - 2012.08.05 19:39:00 -
[4] - Quote
Soon a up weapon buff? Finally |
vermacht Doe
93
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Posted - 2012.08.05 20:13:00 -
[5] - Quote
Tony Calif wrote:Tbh, just skill whatever is OP in each build. 10k sp for RE? Sold. A million and half for a marauder in SP? Sold. It's not adapt or die. It's "if you can't beat em join them" which sucks, but is why we beta tes
Maybe for youu but i choose to do something to counter it, not go with the flow |
vermacht Doe
93
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Posted - 2012.08.05 20:20:00 -
[6] - Quote
Tony Calif wrote:Pray do tell your counter to RE :) for 10k SP :) Like I say "IF" you can't beat them... Only if you can't. Try everything, but part of the best way to see something is OP is when everyone's using it. I've tried pretty much everything except scout suit.
Sniper rifle |
vermacht Doe
93
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Posted - 2012.08.05 20:33:00 -
[7] - Quote
Tony Calif wrote:Sissy :p
B*tch please i also carry a smg and the sniper is the most effective counter because:
Most re users run scout so free ohk
I'm out of the range of their weapon |
vermacht Doe
93
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Posted - 2012.08.05 20:42:00 -
[8] - Quote
Grimm Tripp wrote:The only ones crying about snipers are the ones who spray and pray and need to use a dropship as an anchor to try and kill a sniper.
+1 if they had the skill to snipe back, they wouldn't complain |
vermacht Doe
93
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Posted - 2012.08.05 20:58:00 -
[9] - Quote
Fivetimes Infinity wrote:There are genuine problems with the game, and a smug "well here's what I did and I beat someone using X" isn't any more constructive than threads replete with hyperbole about how X is so overpowered and easy-mode and etc etc.
Actually it is more constructive because it shows how certain weapons/ tactics can be over came and the original purpose of the thread was to share how you overcame similar stuff |
vermacht Doe
93
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Posted - 2012.08.06 03:09:00 -
[10] - Quote
WT Sherman wrote:You always need to adapt or you die. For any tactic there is a counter, if there isn't then it is because the team you are stuck on doesn't have the skills and experience to pull it off. Sniper problems, counter is most often counter sniper of course you have to have someone who gets sniped and pissed that has the skills to switch to a sniper fit before he spawns back in. Sometimes I snipe them back if possible a lot of times, I just use the scouts speed to get behind them and kill them with a smg. Tanks require av fits with proto forge guns, good dropships require proto swarms or forges. Counter for heavies is quick moving assaults with proto ars.
Actually the counter to heavies are snipers or smgs and what is the cost effective counter to op ar breach class |
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vermacht Doe
93
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Posted - 2012.08.06 04:18:00 -
[11] - Quote
Possibly, possibly not |
vermacht Doe
93
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Posted - 2012.08.06 23:13:00 -
[12] - Quote
Cal Predine wrote:Lurchasaurus wrote:I havent hit any walls, but you quickly learn that each different weapon/vehicle has a certain play style associated with it for maximum effectiveness.
A lot of the QQ in the forums about weapons is due to incompetent players not able to just "figure it out." And this is pretty much weapon-balancing in a nutshell - if the weapon is not effective in its intended role, players will find a more effective alternative. That's why we don't seen entire maps full of HMGs players since the June update. That said, this is a beta, and is our opportunity to prevent DUST becoming "Snipe tower, the FPS" or "Single-man-crewed Dropship - the camping" It's healthy that there are strengths and weaknesses to each setup, and that there are counter-fits. The problem lies where a specific philosophy is overpowered so everyone *has to* use it to succeed - that's just plain dull, and loses the combined arms flavour of warfare. And sometimes the balance of things is just dumb - for example when a lot of people decide (as they have) that it's easier to kill the enemy by swatting them with a nice agile dropship, instead of using one of those nasty cumbersome infantry weapon system... The proliferation of dropships also suggests that air vehicles needs to feel more threatened - perhaps the swarm launcher was over-nerfed?
But still some weapons were put into the game being in the shadow of others |
vermacht Doe
93
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Posted - 2012.08.06 23:33:00 -
[13] - Quote
Buzzwords wrote:it became apparent to me that heavy suits/weapons sucked? so i made the change to not using heavy suits/weapons anymore.
the sad part is my KDR is better NOW than it ever was in the last build (when i used the heavy a lot)
i also raged against militia vehicles for the few days it took me to get prototype swarm launchers. but that still doesn't feel like "problem solved".
it's not really satisfying to destroy a militia dropship when everybody just bails out of it. they're still either successfully behind your lines, or can just call in another one right away anyway...
i would say the only thing i'm willing to walk back is my initial complaints about SMG effective range. now that i have marksman at 5, and use an "assault" variant, it's sorta kinda ok.
it's a tough one though, because i still believe it's to short for a new player. i had trouble getting bullets across the street... but i guess it's a cheap skill.
The smg was put into this game as a bit of a shotgun alternative so i would suggest using it as a close range back up |
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