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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 21:47:00 -
[31] - Quote
It's pathetic that despite all this, blueberries (and even my own corpmates) still won't gun for my methana with the prototype blaster. Someone got in the one with the prototype railgun once, but they didn't have a clue how it worked.
So still, trying to drive a gallente LAV is about the same thing as standing out in the open waiting for someone to shoot you, since nobody knows how to use them or even bothers to learn. |
Phantom Cheshire
Zumari Force Projection Caldari State
8
|
Posted - 2012.11.21 21:57:00 -
[32] - Quote
Necrodermis wrote:EnglishSnake wrote:lol 56-0
Against randoms half the time who use milita and basic AV to try and destroy a tank with no teamwork what do you expect against idiots?
Even then forge guns do the AV work damn well with so little SP put into it and also swarms which lock on through cover and missiles which bend around cover to hit the tank - if you cant even bother to skill up to begin with you deserve to lose because the AV is well in your hands now
Brought it on ourselfs?
Hm lets see, community cried about railguns they are now slow and only good for one thing tbh, also cried about tanks so all the resistances got nerfed and AV got buffed which still need to be fixed ie swarms because it has OP elements to it
The community is getting closer to being able to kill a tank with an AR if a promethius can eat 3-4 forge gun shots and still fly away laughing then something is wrong. the militia shots do about 1200 damage explosive. maybe if they could be changed with a ammo mod i wouldn't see there being much of a problem. damage types need to be introduced along with a cap to make the tank pilots actually have to use some skill rather than "oh look missiles, im going to shoot at them untill i have 1/2 shields then run like a baby"
You are eating 3 basic forges then. I bumped into a forge (2-ton twenty-one) that did 3400~ damage a shot. Good luck surviving 4 of those. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 22:02:00 -
[33] - Quote
Phantom Cheshire wrote:Necrodermis wrote:EnglishSnake wrote:lol 56-0
Against randoms half the time who use milita and basic AV to try and destroy a tank with no teamwork what do you expect against idiots?
Even then forge guns do the AV work damn well with so little SP put into it and also swarms which lock on through cover and missiles which bend around cover to hit the tank - if you cant even bother to skill up to begin with you deserve to lose because the AV is well in your hands now
Brought it on ourselfs?
Hm lets see, community cried about railguns they are now slow and only good for one thing tbh, also cried about tanks so all the resistances got nerfed and AV got buffed which still need to be fixed ie swarms because it has OP elements to it
The community is getting closer to being able to kill a tank with an AR if a promethius can eat 3-4 forge gun shots and still fly away laughing then something is wrong. the militia shots do about 1200 damage explosive. maybe if they could be changed with a ammo mod i wouldn't see there being much of a problem. damage types need to be introduced along with a cap to make the tank pilots actually have to use some skill rather than "oh look missiles, im going to shoot at them untill i have 1/2 shields then run like a baby" You are eating 3 basic forges then. I bumped into a forge (2-ton twenty-one) that did 3400~ damage a shot. Good luck surviving 4 of those. Also: a Prometheus is a logi dropship. Logi vehicles are SUPPOSED to be able to take the biggest beating, but they also have a 50% damage reduction, so it's not like the ship itself was a huge threat. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2012.11.21 22:18:00 -
[34] - Quote
my gunlogi use to wipe out all infantry like nothing, now i got to volley the target from close range 3 or 4 times just to make a noticeable difference.
they over nerfd turrets, there missiles, there meant to kill things effectively not pelt the target with pillows >_>
tryed to run a heavy over, only thing i did was push him around. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.21 22:23:00 -
[35] - Quote
Sev Alcatraz wrote:my gunlogi use to wipe out all infantry like nothing, now i got to volley the target from close range 3 or 4 times just to make a noticeable difference.
they over nerfd turrets, there missiles, there meant to kill things effectively not pelt the target with pillows >_>
tryed to run a heavy over, only thing i did was push him around. Missiles were never meant to be great vs everything like they were. If you want to wipe out infantry, fit your tank with a large blaster. If you want to take down other tanks, fit it with a large railgun. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.21 22:24:00 -
[36] - Quote
Garrett Blacknova wrote:Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. +1 |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.21 22:37:00 -
[37] - Quote
Scheneighnay McBob wrote:Sev Alcatraz wrote:my gunlogi use to wipe out all infantry like nothing, now i got to volley the target from close range 3 or 4 times just to make a noticeable difference.
they over nerfd turrets, there missiles, there meant to kill things effectively not pelt the target with pillows >_>
tryed to run a heavy over, only thing i did was push him around. Missiles were never meant to be great vs everything like they were. If you want to wipe out infantry, fit your tank with a large blaster. If you want to take down other tanks, fit it with a large railgun. Exactly.
If you want to be at all effective against anything, fit something that isn't a Missile Turret.
Do you see why this argument doesn't work?
Missiles HAVE been over-nerfed. If they give back the splash radius on Missiles, and maybe (only MAYBE) bump the splash damage a little - doesn't even need to be much - we'll have something that's actually balanced against other options.
I can literally unload 20 missiles at a Dropsuit standing still right in front of me and not get a single point of damage on target with a Large Missile Turret. If I'm alone in my Missile HAV, and need to take on infantry, I HAVE TO JUMP INTO MY TOP TURRET TO HIT THEM. |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.11.21 23:52:00 -
[38] - Quote
EnglishSnake wrote:I use a Sagaris because armor is broke and essentially bonus to missiles aswell with proto turrets
Now the small proto turret i use used to have 250 splash at 2.5m radius, it now does less than 100 at a 2m radius and will take 4-5 shots to maybe kill a standard assault fella from splash damage, the direct hit damage hasnt changed one bit so 1 hit will kill but when hes jumping etc its hard to do that
The large turret is about they same 250+ in a 5m area and now its less than 100 in a 3m area, up close they still do the same direct damage and in CQC because it fires 4 missiles you do tend to get the person anyways but only in CQC area because long range out of the question
My large turret seems like it has random bullet spread, all 4missiles seem to fire all over the place
My small and large missile also seen to have the same range cap, that range cap in general is quite small tbh and from certain places where i could fire from and hit a certain point or area i can no longer do so - this gives a big advantage to forge gunners and swarm users not to mention swarm missiles can go further than than the large missile turret
The missile turrets have become Anti vehicle and installation only, but the railgun does this job alot better due to higher DPS and near instant travel time
So out of the 3 turrets the blaster has been left untouched for now but essentially the HAV is weaker because of the nerfs to the HAV and has given the advantage to AV users in a big way
Railgun - Long range, high DPS, slow turret, overheats after 2 shots, long cooldown after overheating, anti vehicle/installation and only anti infantry with direct hit Missiles - Short-medium range (i use medium range as a loose term), high DPS, has travel time, next to no splash for an AOE weapon, anti vehicle/installation only anti infantry with large turret Blaster - Short range, high ROF, low damage, overheats and cooldown takes a while, Anti infantry mostly but can kill a tank at short range
But look at AV which remains unchanged
Forge gun - Long range, high DPS, charge up time, is anti everything atm Swarms - Long range, dumb fired, lock on through cover, missiles bend around cover to hit targets, only anti vehicle/installation
All the problems of AV still exist while the problems of HAVs are being replaced with more problems
Today i faced Dark Cloud in his new Gunlogi fitted with Blaster as main turret, he does well in it kills infantry and i was in my Sagaris with a railgun, now i had range and that was that but in general a forge gunner could have been where i was and Dark Cloud did just that with his forge gun and the small missiles turrets couldnt reach him, blaster would be no good and i have to be spot on with railgun
So now we will see shield tanks with blasters and shield tanks with railguns to take on the tanks with blasters and for the small turret slots i have no idea what i will use tbh, armor tanks will not be used still most likely
AV wise ther will be no change, forge guns and swarms are both long range and can fire from the otherside of the map and the only way HAV have defense is the driver in the large railgun turret, missiles will not reach and blasters lolno
Essentially it is even easier to keep a HAV away, all small turrets are meh tbh missile and railgun have range caps but big direct hit and next to no splash damage and the blaster is like having an AR, large turrets have a bit more of an option but even then its situational
Overall HAV are filling a very unique role and tbh may not even see them about soon enough as the SP and ISK required now to get into one is not worth
Oh...snake i didn't think you would complain about this. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.21 23:58:00 -
[39] - Quote
the biggest problem in my eyes is the fact the missiles fly out randomly and they have no splash wats the point of using them now. unless u want fireworks. Lol |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.22 00:31:00 -
[40] - Quote
KAGEHOSHI Horned Wolf wrote:Garrett Blacknova wrote:Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. +1
I agree here. I havent played yet but from what people have been saying I agree with this. If the dmg done in the splash was nerfed then I dont think the radius also needs to be nerfed. The range nerf was also a good idea i just think it was taken too far.
Now Snake just want to note that RPG that are designed to take out vehicles (IE tanks or other armored vehicle) actually has a shaped explosive. What this means is that the actual blast radius of an RPG with an anti material warhead is actually very small. All of its power is put into taking out the vehicle (many of them use the blast to actually melt and then force mercury (or similar material) through the armor in an attempt to penetrate into the interior or at least damage electronics. So an arguement could be made that the splash radius should be smaller because they are supposed to be anti material warheads and not anti infantry.
Now that being said I go back to what I originally stated. Range nerf and splash dmg nerfs are good but also including a splash radius nerf was probably too far. My main problem with the missiles before is that it didnt even need a close hit to severly dmg or kill me. Heck i had missiles from the main turret miss me so badly they landed on the wall that was 4-5 ish meters behind me and the splash has so much dmg that is insta killed my ADV type A suit that has more than 450 total HP. This is the problem I had with missiles before. Hopefull after testing this for a bit they will find a happier medium but you are blind if you think missles were balanced before. |
|
Lavirac JR
DUST University Ivy League
129
|
Posted - 2012.11.22 00:45:00 -
[41] - Quote
I like the nerf mostly(As along time MMORPGer, I know it is wrong to say that), but I would bring back the old blast radius for missiles.
The range limit and blast damage reduction, perfect. Missiles should be the mass drivers of vehicles, however. Currently, they are not that useful, especially the small turrets. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.22 00:53:00 -
[42] - Quote
semperfi1999 wrote:KAGEHOSHI Horned Wolf wrote:Garrett Blacknova wrote:Range limit? Awesome. Damage nerf? Awesome. Splash radus nerf? Too far.
Nerfing EVERYTHING was too much. Range was the main issue. Damage wasn't a major problem, but I'm not too upset with the change. Splash radius is the key. Missiles NEED that with the other nerfs in place. +1 I agree here. I havent played yet but from what people have been saying I agree with this. If the dmg done in the splash was nerfed then I dont think the radius also needs to be nerfed. The range nerf was also a good idea i just think it was taken too far. Now Snake just want to note that RPG that are designed to take out vehicles (IE tanks or other armored vehicle) actually has a shaped explosive. What this means is that the actual blast radius of an RPG with an anti material warhead is actually very small. All of its power is put into taking out the vehicle (many of them use the blast to actually melt and then force mercury (or similar material) through the armor in an attempt to penetrate into the interior or at least damage electronics. So an arguement could be made that the splash radius should be smaller because they are supposed to be anti material warheads and not anti infantry. Now that being said I go back to what I originally stated. Range nerf and splash dmg nerfs are good but also including a splash radius nerf was probably too far. My main problem with the missiles before is that it didnt even need a close hit to severly dmg or kill me. Heck i had missiles from the main turret miss me so badly they landed on the wall that was 4-5 ish meters behind me and the splash has so much dmg that is insta killed my ADV type A suit that has more than 450 total HP. This is the problem I had with missiles before. Hopefull after testing this for a bit they will find a happier medium but you are blind if you think missles were balanced before. At the moment, splash will (usually) not kill an enemy Dropsuit. I've seen a SCOUT survive a splash hit from my Small Missile Turret. Lost almost the entire shield, but he was still going. I've seen an obvious Starter Fit Assault get one-shotted as well though, so they potentially CAN hit hard enough to one-shot low-tier infantry with a close enough splash hit.
The big problem, imo, is the Large Turret, which has its shots scatter randomly over a wide area, AND doesn't touch nearly enough of its area of effect with the blast radius of its missiles.
I'm tempted to say a small buff (or even NO buff) to Small Missile radius would be fine. They're pretty much in line with the other Small Turrets now. Large Missiles need basically their original blast radius to be any use now though, because with the other nerfs in place, I actually LIKE them for an area denial weapon, or as crowd control. You're not likely to land kills even with an improved radius, but you'll hurt the targets, and force them into cover. |
Genova cell SIN
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.11.22 01:04:00 -
[43] - Quote
In my latest experience with rockets i went 4 and 2 and we were in the air for most of the match until our ship was forged to the ground. The missiles have been way over nerfed not only has the blast radius been shrunk if you are caught in it you would see your pet gerbil could survive it making this a direct hit weapon and a close range one at that because the missile disappears into thin air after 200 meters. This is such an unfair nerf to players who spect into drop ships and missile turrets millions of sp were talking here. so how do we fix this nerf into more of a compromise. Increase the range by at least 100 meters because 200 is a pathetic insult my paintball gun shoots further, but keep the same tiny blast radius this gives enemy units a chance to get to cover as well as av guys to get a few more shots off before getting to cover but if you are just standing there or running out in the open and i put a rocket less than 2 meters away IT SHOULD do a lethal amount of damage especially to militia fittings. I feel this is a good compromise STAND THERE and you take rockets RUN and you will probably live so PLEASE CCP give us back our blast damage and keep the tiny radius taking away both is rendering the turret useless. They sit there and laugh at you through a storm of missiles. This sound like call of duty mischief.
I realize getting 64/0 matches is absurd but those were the ones where nobody was trying to shoot us down, it only takes 1 or 2 prototype forge blasts or swarm rockets. Teamwork and the right stuff takes care of any vehicle. CCP you give them the right stuff they just complain because they cant use teamwork. GIVE US THE MISSILE BLAST DAMAGE BACK!!!
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Vassteel Rydex
Double-Down Industry Transmission Lost
12
|
Posted - 2012.11.22 01:13:00 -
[44] - Quote
op says he uses tank in CQC "direct damage and in CQC because it fires 4 missiles"
who uses tanks in CQC ? |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.22 01:15:00 -
[45] - Quote
EnglishSnake wrote:Tzaar Bomba wrote:They also needed the splash damage reduction, even nukes have power limitations. Its an AOE weapon its ment to have splash damage and a fairly large damage radius tbh Its like firing an RPG its going to **** up anyone caught in the blast radius Even locus grenades do 400 damage in a 6m radius according to marketplace stats
tbh most games balance RPG aka noobtube spam against infantry by having very low splash damage so that AoE weapon comment by describing it to an RPG isnt the best one to use in terms of FPS tbqh
MAG RPGS had almost no splash same with the pro pipes u needed a direct hit to OHK someone which took skill
im not a big fan of splash damage and tbqh the community and CCP needs to come to an agreement on wtf the role for missiles are
ppl sayin its an AoE weapon but at the same time want all 4 missiles to be firing dead straight.....cant have it both ways
so make up ur minds, its either an AoE weapon in which case the dispersion probably gives it a wider attack radius albeit lower splash per missile or a precision weapon that fires straight but no splash at all imo but u cant have it both ways imo because then missiles **** all over the other turrets again |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.11.22 01:18:00 -
[46] - Quote
Vassteel Rydex wrote: who uses tanks in CQC ?
75% of the lolmissile tankers did they played careless, no thought process, charged right in and blew evryone up because they know they can kill a grp of ppl alot quicker than they can get him down
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.22 01:26:00 -
[47] - Quote
Mavado V Noriega wrote:Vassteel Rydex wrote: who uses tanks in CQC ?
75% of the lolmissile tankers did they played careless, no thought process, charged right in and blew evryone up because they know they can kill a grp of ppl alot quicker than they can get him down And now, even at CQC range with ideal positioning and a stationary target, you can't hit a dropsuit on purpose with a Large Missile Turret.
From OP to broken.
I miss having to take cover to avoid mid-range fire from a Missile Tank, instead of just standing out in the open with my Swarm launcher, confident in the knowledge that even a lucky near-miss will probably not hurt, and won't break my shield if it does. |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
|
Posted - 2012.11.22 01:51:00 -
[48] - Quote
GLOO GLOO wrote:Cavity was OP --> fixed
Remote eplosive was OP --> fixed
Creodron was OP --> fixed
Snipers were useless --> fixed
AV nades as proximity --> fixed
And you didn't need a tank to make a 56-0, just a Saga was enough, with a good pilot and a good gunner ...
Well, maybe it's a too big nerf, but I can't say I don't play easy mode !!! But it's a fair nerf today for FPS players, and vehicules lonewolf fanboys can QQ for me !!!
sorry I couldn't help but get into this I don't see how it's fair now I agree that we shouldn't be able to kill you so easy but then again if you look at some of the weapons it kinda fit AR's can kill you in about 3 secs the missles used to kill you in about 3 secs heavy mechine guns can as well of many other guns also I hate to say it but right now there is no point in using any of the lav is useless tanks are still ok dropships op but mainly cause they like the lav and can move fairly fast the issue wasn't the missles more than the damage mods I think it is pretty sad how they nerf the missles and didn't touch the 20% missle dmg mod I mean really all they had to do was lower the splash dmg like they did lower the dmg mod from 20% to 10% hell I say lower the direct dmg a little and have the splash radis about 3.5-4.0 and fragmented could have around 4.0-4.5 that would have fixed the missles pretty well but doing this kinda makes it pointless to even play the game alot of people used dropships tanks and lavs because the guns are all ****** up and unbalanced right now and don't say they ain't if they can figured out how to acturally balance something out people wouldn't use them so much I know I wouldn't I just see no point in playing when a AR (normally a GEK) is hitting me from 120m away which is kinda depressing and to all of you it ain't CCP the Eve side of CCP is great the DUST SIDE of CCP are I swear are just plain outright STUPID but thats just what I see ok my ****** up 2 cents is here and don't bother raging me I'm just throwing this out here and the chance I see this again is 1% |
Overlord Zero
Doomheim
75
|
Posted - 2012.11.22 04:16:00 -
[49] - Quote
Now that you mention it Snake, I'd like a vent on tanks where if someone can jump on top, they can shoot into it to do some damage. And where all types of weapons do more damage. Sort of a weak spot where any weapon can somewhat damage the vehicle. A small spot on the lighter vehicles, medium sized ones on heavys, and thrusters on flying vehicles. Do that, I'll give you a cut to the new dispersion by 50%.
Edit: Just noticed that people aren't much turned on by the idea of using other turrets. Is this a silent confession that now missile turrets, while still severely weakened, are finally equal to the other small turrets? CCP, Mission complete. Return to base! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 12:55:00 -
[50] - Quote
So all day yday i once again tanked on the maps
Tested missiles and i basically have to be next to someone to hit em, the range is very meh, splash is pointless to have because its a smaller area and has barely any damage even with the large turrets since i now have scouts hiding behind a tin plate and the splash doesnt hit him or cause enough damage and no one will use them for AV either because missiles do not fly straight they go everywhere except where i aim so you wont hit a vehicle with your full volley which makes it crap
So im with railguns now and tbh its a good job i skilled em up when i did because im using it alot more, ive also invested in a blaster fit which doesnt seem too bad but if i meet a railgun tank from distance im ******, i would use armor tbh but im still not sure espc since swarms **** still
As for smal turrets they are useless now it seems, missiles/railguns crap and blasters possibly the only way but because AV can still hit me from the otherside of the map and i cant unless i have the railgun as the main turret i cannot engage and im still sat at the back finding that swarm/forge gunner
Also for me teamwork in the tank has gone, i now do not need 2 gunners with me half the time because they are not needed, so im back to being in the tank on my own and when i am with a squad they can run around and do other stuff because i dont need em
So we have weak tank hulls with very situational turrets which can only do a couple of things, missile turrets got nerfed even worse than railguns and are now useless, AV is still broke and has the upperhand even more now
AV and tanks is even more unbalanced than it was before the hotfix |
|
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 13:15:00 -
[51] - Quote
Look at this :
Large turret : Railgun Small turret on top : blaster Small turret on the front : Missiles...
A LAV logi bro with : shield and/or armor remote repairer...
There you go to face almost everything... Maybe other solutions, just THINK !!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 13:36:00 -
[52] - Quote
Doesnt work
Missiles are useless, you need a direct hit and you might aswell use a railgun or blaster since they are more accurate and instant
Logi LAV too easy to blow and the remote shield reps suck 1 cycle 300hp and a cooldown of 15sec |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 13:44:00 -
[53] - Quote
What I mean is that nobody could buy a tank with few skill points, lonewolfing, fit with a full missile turret, and go rox everything with random as gunners...
With Traky, it took us 1 week to skill and fit a good DS, making 70+/0 per game (Traky as gunner) --> piloting was unskill, as gun role...
I know, we are not talking about DS, we are talking about missiles turret, large or small. They were OP, unskill and totaly cheat !!!
They are not anymore, find a way to play the game you want now !!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 13:49:00 -
[54] - Quote
Ye they are utterly useless and no one will use them
Also couldnt really lonewolf tbh since 1 forge gunner could pin you to an area of the map from the otherside or behind a hill which you need a direct hit to kill or the same with swarms which lock on through cover and missiles travel around your cover to hit you
Hence why tanks didnt really roam the battlefied until it was stupidly safe |
GLOO GLOO
Algintal Core Gallente Federation
217
|
Posted - 2012.11.22 13:57:00 -
[55] - Quote
What a paradox ... Tanks are suppose to be on the front line, opening the way to infantry ...
Missiles nerf was a need. Now, tanks need a HP buff, that's for sure...
And missiles are not useless ... as I said, maybe that a small on the front of the tank could help in a Tank vs Tank combat, or against installation, or LAV coming from the front. All thoose objectivs need a direct hit, so it's just perfect.
Saying "missiles need a big splash damage because it's what happen in reality" is QQing... Infantry, from CCP words, are suppose to be immortal as a tank. So they suppose to face at least one or 2 missile shot.
|
Snagman 313
Carbon 7
41
|
Posted - 2012.11.22 13:59:00 -
[56] - Quote
Hmm sounds like a bit of an OverNerf. I didn't make it on last night but I'll be on today and I'll see how I fare against you Tank boys but I've gone up against Englishsnake a few times and he knows how to pilot a tank so I value his views on this hot fix. Admittedly anything which gives me an edge is appreciated but after the nerfing of the heavy suit and HMG in past builds I do feel you pain I always felt that the missile turret was a bit OP BUT as has been suggested just giving it an ammo count and forcing resupply would sort this and stop some players hiding in the redzone blasting away. Missiles are meant to be area denial weapons like the MLRS in RL so they should have a decent splash the main fix I think should be something with the redone to force people into the fight.
To EnglishSnake I hope to see you tonight I always enjoy our little duels maybe I will finally be able to take out your HAV tonight, I remember the last time I nearly took you out and you reversed over me I fell off my chair I was laughing so hard!!!
Snag out. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.22 14:02:00 -
[57] - Quote
Tanks are not on the frontline because they are weak, its the other way around the infantry goes 1st because the tank is too weak
Missiles are useless, large missiles go everywhere meaning useless for anything, small is kinda pointless aswell due to range limitations and LAVs are meh
lol small missiles for tank vs tank hahahaha good one |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2012.11.22 14:15:00 -
[58] - Quote
Tailss Prower wrote:GLOO GLOO wrote:Cavity was OP --> fixed
Remote eplosive was OP --> fixed
Creodron was OP --> fixed
Snipers were useless --> fixed
AV nades as proximity --> fixed
And you didn't need a tank to make a 56-0, just a Saga was enough, with a good pilot and a good gunner ...
Well, maybe it's a too big nerf, but I can't say I don't play easy mode !!! But it's a fair nerf today for FPS players, and vehicules lonewolf fanboys can QQ for me !!! sorry I couldn't help but get into this I don't see how it's fair now I agree that we shouldn't be able to kill you so easy but then again if you look at some of the weapons it kinda fit AR's can kill you in about 3 secs the missles used to kill you in about 3 secs heavy mechine guns can as well of many other guns also I hate to say it but right now there is no point in using any of the lav is useless tanks are still ok dropships op but mainly cause they like the lav and can move fairly fast the issue wasn't the missles more than the damage mods I think it is pretty sad how they nerf the missles and didn't touch the 20% missle dmg mod I mean really all they had to do was lower the splash dmg like they did lower the dmg mod from 20% to 10% hell I say lower the direct dmg a little and have the splash radis about 3.5-4.0 and fragmented could have around 4.0-4.5 that would have fixed the missles pretty well but doing this kinda makes it pointless to even play the game alot of people used dropships tanks and lavs because the guns are all ****** up and unbalanced right now and don't say they ain't if they can figured out how to acturally balance something out people wouldn't use them so much I know I wouldn't I just see no point in playing when a AR (normally a GEK) is hitting me from 120m away which is kinda depressing and to all of you it ain't CCP the Eve side of CCP is great the DUST SIDE of CCP are I swear are just plain outright STUPID but thats just what I see ok my ****** up 2 cents is here and don't bother raging me I'm just throwing this out here and the chance I see this again is 1%
Couldn't read...throw a period or comma in there sometimes. A hyphen..parenthesis..something |
GLOO GLOO
Algintal Core Gallente Federation
217
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Posted - 2012.11.22 15:38:00 -
[59] - Quote
Well, before it was too OP, now it has been maybe too nerf, but it's like that since the beginning of the beta... It will be rebalance in the future.
So, just living another period, kevin lost his toy and his crying, he'll stop in few days and he'll find another way to make kill without skill ...
I don't mind, everybody play the way he likes, but missiles turrets was like kikicorki with his swarm on June, and thosse type of gameplay have nothing to do in a FPS, that's all !!! |
semperfi1999
Internal Error. Negative-Feedback
317
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Posted - 2012.11.22 15:51:00 -
[60] - Quote
EnglishSnake wrote:Tanks are not on the frontline because they are weak, its the other way around the infantry goes 1st because the tank is too weak
Missiles are useless, large missiles go everywhere meaning useless for anything, small is kinda pointless aswell due to range limitations and LAVs are meh
lol small missiles for tank vs tank hahahaha good one
Snake before the reason tanks stayed way back was because of LOL missiles. No reason for them to get closer when they can insta kill from across the map and go 56-0 without ever leaving the red line. Now the missiles are no longer LOL missiles but I agree they probably overnerfed them. Missiles should not have a random spread and the blast radius needs to go back up but the nerf on the actual splash dmg was good and the super long range being taken away was also a good change.
I agree that the Swarms need to be changed to not go around corners they need to take the quickest route to the target. |
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