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The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.11.25 12:15:00 -
[1] - Quote
The only thing that the nerf did was to make other vehicles 100% useless when it comes to attacking targets.
LAV=usless cause missiles wont do any damage and blasters take way to long to kill its more likely that your gunner gets killed first.
Dropships= basically doesnt exist anymore on the battlefield.
Tanks= lol a rare species that you see once in a while with a large blaster.
At the moment CCP succeeded to kill any vehicle gameplay. And that beeing sayd the AV role isnt needed anymore aswell. To be honest the only way to see more vehicles again is to implement new turrets that actually work against infantry or buffing missile launchers back where they where but with the change that the skillbooks loose their bonus on the turrets and that damage mods are getting nerfed aswell. Its no secret that you where aible to gain 300% damage bonus when you had turret skills maxed out and then used 2 or more damage mods. Just to point that out i could 1 shot a sagaris with a very expensive fit with a soma that had a compressed railgun and 4 damage mods. Cause the mechanics would give me probably a bonus off ~400% damage on that railgun. And this worked on missiles aswell so you could for a example 1 shot heavys with the splash damage from a small missile turret. Ive sayd it alot off times that it wasnt the turret that was OP it was the skills and the damage mods. But CCP listend only to the crybabys. Or does any 1 remember on the E3 build getting 1 shoted by a dropship? The damage on the turrets where the exact same as before the nerf and NOBODY did cry about it. In my opinion the E3 build was the most balanced build apart from remote explosives and the 50% damage bonus on marauders. But AV vs Vehicles was perfect. Sure you could lock on with a swarm behind cover but they didnt bend around corners and where actually aible to hit dropships. What we have at the moment is a abomination off a Dust 514 build mutated from the moaning about everything from the so called "community". |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.25 14:33:00 -
[2] - Quote
Missiles are ment a AOE weapon but at the moment a mass driver would do a much better job at doing so. And dont be silly i havent seen a dropship getting more then 3-4 kills in a whole match. Mainly because the turrets are not effective and that if i die just 1 time by a dropship i instantly switch to a forgegun and shot that guy down. It is out off the question that blast radius is overnerfed. Sure it did hit dropships hard but i loved to drive a LAV around. It was a lethal glasscanon and you must had skill to evade AV by driving around like a madman. I used LAV's to strike fast and then escape quickly and it was for me on certain maps the perfect tool to support the infantry by clearing objectives. And dont tell me that a LAV with a good missile turret was oerpowered. All what was needed where 2-3 swarm hits or 3 AV grenades to take me down. CCP ruined my passion with LAV's with the recent nerf. I cant push into objectives anymore with it cause small blasters are crap. When i had a gunner on my saga i had to communicate the whole match with him otherwise both off us woulda have died faster as you could imagine. I had to watchout that my gunner doesnt get flanked while he is taking out enemys and if he is getting shot i had to quickly move. The 100% main complains about missiles beeing overpowred was because you could shot from above in a dropship at people. I woulda had suggested to simply put a damage output penalty off 50%~70% on dropship turrets. But leave the tank and LAv turrets where they are. My complete solution to fix this misery are the following points:
-Dropship damage output penalty: 50%~70% (similar to the logistic LAV's) -Range as it is now so you cant "snipe" with them anymore accross the map (missile explodes around 200m in the air) -rebuild the old missile damage stats (blast radius and damage back to normal) -cut down the damage bonus from skillbooks by 50% (instead off 3% per lvl you get 1,5 and proficency gives you 1%) -adjust the damage mods for missile turrets to max 10% (at the moment the best mod is 20%) -get rid off the random spread off the missiles -Only 1 damage mod allowed at a time to avoid that any kind off turret gets overpowered (similar with propulsion modules)
Implement this changes and dropships aint "gunships" anymore, tanks have their firepower back and LAV's are usefull again. After all tanks are fragile cause they aint have much resistance to begin with. With those changes i might need 2-3 missiles to kill some 1 but not 10 as it is now. The dropship penalty is to argue mainly because off the main reason that 95% off the community just wants them to be a sort off transport. And with such a penalty it would take quite a good amount off time to kill somebody.
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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.26 08:02:00 -
[3] - Quote
EnglishSnake wrote:The dark cloud wrote:
-Dropship damage output penalty: 50%~70% (similar to the logistic LAV's) -Range as it is now so you cant "snipe" with them anymore accross the map (missile explodes around 200m in the air) -rebuild the old missile damage stats (blast radius and damage back to normal) -cut down the damage bonus from skillbooks by 50% (instead off 3% per lvl you get 1,5 and proficency gives you 1%) -adjust the damage mods for missile turrets to max 10% (at the moment the best mod is 20%) -get rid off the random spread off the missiles -Only 1 damage mod allowed at a time to avoid that any kind off turret gets overpowered (similar with propulsion modules)
With missiles changes it should have had a reload time similar to railguns charge i think Range wise got nerfed hard, i have forge gunners hitting me but i cant hit them back unless i have the railgun as my main turret Radius should be back to normal for large at least and up the damage i think Skill books i wouldnt have prof or even the normal skill to give out damage bonuses tbh, leave the damage bonuses to the turret skillbook and the damage mods and instead give the skillbooks bonuses to the the weapon instead, like -5% cooldown time or heat build up for hybrids, missiles could be ROF or range All damage mods should really be the same Random missile spread lolworthy I disagree with only 1 damage mod tbh, they have stacking penalties as it is and its not like a DCU either, if you can fit em let em As for turrets, railgun still needs its turn speed increased at least to the missile turn speed and also i think it builds up heat way too fast, after 2 cont shots you overheat and need a 15sec cooldown even tho its was around 5sec to fire 2 shots i think it should at least be 3 tbh stacking penalty is allmost non existant at the moment for damage mods or maybe not as effective as it was planned. Cause they multiply with each other and not just add to each other. Just assume a missile splash damage off 240 and my skill is on on small missile turrets lvl 5 (15%) and 2 damage mods on the dropship itself so lets do math. 240*1.15*1.2*1.2= 397.44 And i didnt even added proficency or turret operation itself to the math operation. If you would use 3 damage mods then you would get a damage around 476HP and thats only splash damage not direct impact. That beeing known its easy to get insane high damage on all kind off turrets. We saw it in the final off the tourny where my dropship with over 4400HP has beeing 1 shoted by a sagaris railgun. And not all damage mods are the same cause at the moment missile turrets have the biggest bonus on them. Cause small hybrid turrets gain only a bonus off 12% and not 20%. If the damage mods would do add to each other then this wouldnt be such a big problem but multiply makes it too strong. And i find it funny that only those who have a logical mind replied to my post yet. Where are the moaners now? |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.26 12:44:00 -
[4] - Quote
GLOO GLOO wrote:The dark cloud wrote: The damage on the turrets where the exact same as before the nerf and NOBODY did cry about it. Yes, of course, noobys are people getting kill by easy-players. It's not easy-players using OP things... And remember me, who is crying now ? ok how would you think about it when your AR would do only 10HP per hit? If you dont add a constructive post to this please stay out off it. I knew that missiles where OP but this "fix" is not the way how to do it properly. Another way to get rid off their anti everything situation could aswell be lowering the direct impact damage. And tanks mainly did hide with missiles on scrubby spots cause a single forgegunner could take on to them without support. Well do we have left?
-Tank resistance gone? chek -Tanks ability to succesfully attack infantry gone? chek -Tanks are going to be destroyed with a militia assault rifle? work in progress
Now the only turret that works against infantry is the large blaster. The others are 100% useless to do so. In fact a mass driver deals more damage against infantry then a small missile turret. And that on both categorys blast radius/damage. If i could put a mass driver on my vehicle instead off a small missile turret i would do it. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.26 17:44:00 -
[5] - Quote
GLOO GLOO wrote:EnglishSnake wrote:Tbh il keep writing it because ppl like you all you know how to do is complain for nerfs and then when its nerfed beyond usefulness you go its fine when its clearly not
Your not a tank driver so you really dont care you just dont want tanks ruining your day because you dont want to skill up even the basic amount of AV or use AV at all because its an FPS and tanks dont belong in it
Have you asked for tanks to be destroyed by an assualt rifle yet? Please, read my old posts and come back here talk to me... Some people here "respect" you for your gameplay, sorry but I don't. More since you said this. You keep saying the same thing since your first post in this thread without reading what's other people say. You have no right to say anything on this forum. Simply cause you are crap as infantry and you called me a exploiter when i simply used my LAV as cover and shot you with a laser rifle. Seriously go and find a new game cause this 1 here is appearently not for you. So lets take a look: -you are crap in a vehicle (wannabe dropship pilot) -crap as infantry who barely goes positive -no clue about game mechanics
now tell me why does YOUR opinion should be considered as usefull and not just spam? Im decent as infantry and vehicle user and know how it is on both sides. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 03:31:00 -
[6] - Quote
GLOO GLOO wrote:I don't give a fu*ck to KDR but if you ask it, I'm up to 2.5 as infantry ... As a DS pilot, it took us 1 week to make 70+/0 per game. No, it's not OP, and you need much piloting skills to do it ... nooby. You use ELM-7, a laser rifle that doesn't overheat, an issue suppose to be fix, and "no no, I don't use exploit" --> let me laugh, nooby As I told you, you have a good teamplay in your team, you seem to be a smart boy (cause you always find a way to make safe kills), but you play like a rat !! nooby !!! EDIT : Oh, btw, I don't play DUST everyday anymore, just went to check the "new maps" ( ), and I was playing milicia ... The ELM-7 overpowered? lool you muppet it uses more CPU and PG, requires a higher lvl then the standard laser and costs more ISK aswell while it delivers the same damage. Its not an exploit its just you beeing a muppet to think that your assault rifle will save you in all situations. And a fix for laser rifles? That was a good joke. The proto laser on the other hand does more damage and can overheat. You are just mad that your gameplay on medium-long range is just crap. Oh and you have only a 2.5 KD? I got a KD over 5 and it goes up by playing infantry cause as LAV driver/Dropship pilot i wouldnt get any kills at all. Oh and i dont play like a rat i just play smart which you on the other hand are appearently not capable in doing so. Just give it up and be a good french and do that what you are good at. Surrender to the superior power. Just like you did in the tourny. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 11:01:00 -
[7] - Quote
a n00b who is obviously better then half off your corp put together. Edit: oh it was our CEO who chosed me as head off PR. Simply sayd i dont show you any kind off respect cause you forfeit in the tourny and you claim yourself to be something better then a random n00b corp. Im just waiting for green light from our CEO to go a step further. Another thing is i only respect skilled corps/players which you guys dont belong to. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 14:19:00 -
[8] - Quote
Meh just let 1-2 months go past and the tankers will have all advanced/proto blasters on top off their tanks. Then we will have again tons off complains on the forum why the large blasters can allmost insta kill any infantry on the game. Another thing that is unknown so far to most off people is that the hybrid damage mods have a effect on the rate off fire and the damage. Combine that with a stabilised blaster and you end up with carnage. For an example i run double damage mods with a blaster and the base ROF is 428 RPM with the damage mods i get a RPM off 517. Base damage is 105HP with damage mods and skillbooks i get around ~144HP damage per shot. The range on the stabilised is improved aswell as the zoom off the turret. On optimal range i need only 2-3 shots to kill somebody. heavys take a bit more to grind trough but they die very quickly aswell. If i would go up to proto blasters then i could get a damage off like ~208HP per shot. And damage mods are broken we dont have stacking penalty, we have stacking bonus. Yes you read that right. My source basically is when you put damage mods on a dropsuit you can see the multiplyer next to the dropsuit stats (like light weapon damage mod etc). I for an example have a advanced assault dropsuit with a swarm launcher and 3X10% damage mods. Normally without penalty/bonus i would get 1.30. But the stats next to the dropsuit are saying 1.33. So i get 1% bonus on each damage mod i put on? CCP=nuts |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 14:29:00 -
[9] - Quote
hell no after all the tank costs multiple millions off ISK when it is a proper fit. And then you want to come by and 4 shot it with a standard forgegun? Hell no. And you forget that blasters eat up alot off PG and shield tanks are losing alot off shields to fit them. |
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