Pages: [1] 2 3 4 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 00:59:00 -
[1] - Quote
There's a few issues with tanks I'd like to have a chat about.
Currently skilled AV can do terrible things to our tanks that will make us corner cry and hide behind the redline or simply die.
It takes only 1 mind you, and AV isn't a hard thing to skill into, the SP requirements are very low compared to tanks.
What I'd like to see is tanks have a double hp buff.
I think it would solve a lot of issues currently,
Some AV things need looked at. AV grenades for 1, we don't even know how much damage they do, but its a lot.
I'd also like to see missile launchers be fixed. At this point they're wasting space in game.
Rails need around a 2.0 meter splash increase.
Shield tanks need collision corrected, you hit one with an LAV or armor tank, and it blows up. Hell you hit a wall and they blow up.
Swarm launchers need either a range reduction or damage decrease. Yes yes people will say they do nothing, that's because your shooting a shield tank, they're made to resist missiles. Armor, not at all. Proto is ridiculous, even advanced your looking at 300 damage per missile times 6 missiles times 4 in a clip.
When one hits you, the others are in the air, combined with range and peek a boo tactics, good luck.
Forge guns are fine. They do exactly what they should.
Shield tanks def need either hp buff or for their hardners to run longer with a shorter cool down.
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard.
The mouse needs to be fixed for tank turrets, its terribly bad.
The Surya and Sagaris need to have a better role definition, add siege mode to them, or give them appropriate slots to set them apapart from standard tanks, give Surya 1 more low and Sagaris 1 more high.
Any other thoughts ideas, disagreements are welcome.
I'd like to see what people say and see if we can come to an agreement.
The player base is 90% AR 1% AV 9% assortment.
So please don't just give some wack answer because you drove a militia tank this one time, or use your starter fits.
I'm looking for comments from skilled AV players and tank drivers alike to see where we went wrong in closed beta on balancing these things.
Thanks for the hate in advance!
[Y0UR NAME HERE] |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:02:00 -
[2] - Quote
I disagree |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.02.25 01:03:00 -
[3] - Quote
Why are you always complaining about your incompetence with HAVs?
Stack Hardeners and you can become invincible. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:04:00 -
[4] - Quote
Elijah Sol' Dzusaki wrote:Why are you always complaining about your incompetence with HAVs?
Stack Hardeners and you can become invisible.
Have you driven one?
Lol, I'm fine in HAV.
They're broken.
Why?
Because of constant QQ |
XxWarlordxX97
Internal Error. Negative-Feedback
94
|
Posted - 2013.02.25 01:06:00 -
[5] - Quote
please fix the shield tanks |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.02.25 01:07:00 -
[6] - Quote
Y0UR NAME HERE wrote:Because of constant QQ
So you are hoping your constant QQing will fix them? |
Sgt Kirk
ZionTCD Legacy Rising
347
|
Posted - 2013.02.25 01:08:00 -
[7] - Quote
My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
|
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:10:00 -
[8] - Quote
Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:11:00 -
[9] - Quote
Elijah Sol' Dzusaki wrote:Y0UR NAME HERE wrote:Because of constant QQ So you are hoping your constant QQing will fix them?
Its a thought. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:12:00 -
[10] - Quote
Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner
Its called, they follow you around the corner. |
|
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2013.02.25 01:12:00 -
[11] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=389522#post389522 [FEEDBACK/ISSUE] Dropships and Missiles imbalance Update: A number of tweaks and improvements to missiles have been made and are planned for deployment in the next beta update/hotfixes. Some of the changes include improvements to missile tracking and speed stats, more tuning for the small and large missile turrets. Countermeasures are also planned for future updates. |
SGT NOVA STAR
Internal Error. Negative-Feedback
11
|
Posted - 2013.02.25 01:12:00 -
[12] - Quote
Allow tanks 80gj turrets to look down lower have some type of collision damage to enemy infantry who even grace moving tank treads ^^^ THIS PLEASE |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:13:00 -
[13] - Quote
Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms |
XxWarlordxX97
Internal Error. Negative-Feedback
94
|
Posted - 2013.02.25 01:14:00 -
[14] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner.
you deserve a like sir |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:15:00 -
[15] - Quote
Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms
This is how it should be.
However 1 skilled AV dedicated player can do this by himself.
|
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:16:00 -
[16] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner.
Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:16:00 -
[17] - Quote
SGT NOVA STAR wrote:Allow tanks 80gj turrets to look down lower have some type of collision damage to enemy infantry who even grace moving tank treads ^^^ THIS PLEASE
This would be pretty cool lol.
Beware of moving parts,
Good bumper sticker. |
crazy space 1
ZionTCD Legacy Rising
879
|
Posted - 2013.02.25 01:18:00 -
[18] - Quote
Nothing is wrong, they just need to have ammo. Laser weapons are suppose to be ammoless not large turrets. What if eve online worked that way.
Battleships and capitals don't use ammo, pppssffttt. Missle tanks should have ammo, then they would be balanced, and couold kill agian. We have ananohives, it'll be a little harder, require more teamwork. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:18:00 -
[19] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS
Once again you haven't driven a tank lol.
The way it works is close to the shooter they're dumb fire basically. Go straight.
When they're within aaah 100 meters or less of the tank, they auto seek.
Within 20 meters they auto turn corners. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:20:00 -
[20] - Quote
crazy space 1 wrote:Nothing is wrong, they just need to have ammo. Laser weapons are suppose to be ammoless not large turrets. What if eve online worked that way.
Battleships and capitals don't use ammo, pppssffttt. Missle tanks should have ammo, then they would be balanced, and couold kill agian. We have ananohives, it'll be a little harder, require more teamwork.
Battleships and capitals use ammo.
Everything uses ammo of some sort.
Missiles need the old launching system back in place for one. |
|
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:20:00 -
[21] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself.
Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:23:00 -
[22] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself. Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it.
Yep which is why in OP I specially stated the shield vs swarm thing.
You shouldn't be using swarms on shield.
You should have a forge gun for that, that is the shields counter.
Right now swarms can do some decent stuff to shield tanks, shield tanks highest resistance is kinetic, which missiles do.
Armor tanks lowest resist is explosive and kinetic, swarms were buffed to deal with shield tanks, truly making them OP excuse the word, towards armor. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:24:00 -
[23] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS Once again you haven't driven a tank lol. The way it works is close to the shooter they're dumb fire basically. Go straight. When they're within aaah 100 meters or less of the tank, they auto seek. Within 20 meters they auto turn corners.
Obviously you've never played with swarms :-)
Also I had suyra before the wipe, and was pretty leet with it. Reason I quit tanks is there was no fun in stomping over and over again. Only fun I used to have was chasing round other tanks. My dual large reppers on my madruger just tanked damage, reminded me of my hyperion, shame you can't fit cap boosters!! Or have cap for that matter :-p |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:27:00 -
[24] - Quote
Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself. Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it. Yep which is why in OP I specially stated the shield vs swarm thing. You shouldn't be using swarms on shield. You should have a forge gun for that, that is the shields counter. Right now swarms can do some decent stuff to shield tanks, shield tanks highest resistance is kinetic, which missiles do. Armor tanks lowest resist is explosive and kinetic, swarms were buffed to deal with shield tanks, truly making them OP excuse the word, towards armor.
You might be right, but still if your well tanked either you have a 8k or more buffer, not including resistances. Or you have awesome resistances and reppers. Either way, your not getting solo'd
|
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:27:00 -
[25] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:quote=Drommy Hood Y0UR NAME HERE wrote:Drommy Hood wrote:Sgt Kirk wrote:My only problem are with AV is the Swarm missiles. That problem can be solved with a simple counter measure against the missile itself or locking on. This would solve that problem.
They have a counter already, it's called going round a corner /quote Its called, they follow you around the corner. Naa only if your close enough to the shooter. The missiles are dumb and fire straight into anything that gets into the LOS Once again you haven't driven a tank lol. The way it works is close to the shooter they're dumb fire basically. Go straight When they're within aaah 100 meters or less of the tank, they auto seek. Within 20 meters they auto turn corners. Obviously you've never played with swarms :-) Also I had suyra before the wipe, and was pretty leet with it. Reason I quit tanks is there was no fun in stomping over and over again. Only fun I used to have was chasing round other tanks. My dual large reppers on my madruger just tanked damage, reminded me of my hyperion, shame you can't fit cap boosters!! Or have cap for that matter :-p
I think not.
Surya has a very slight difference from mad, why people won't really use them.
Just because you have a Surya makes killing it no different from a mad.
And yes, I kill tanks all day with my 3 complex mod suit with advanced swarms.
Add AV grenades to it.
You sir, are trolling my thread. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:29:00 -
[26] - Quote
Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Y0UR NAME HERE wrote:Drommy Hood wrote:Tanks are more balanced than they've ever been. Steamrolling pub matches until someone decides to put a stop to it, switches to av and they run off. Just count yourselfs lucky that tanks don't have the same effect as my dropship, 30 seconds and the entire teams switched to AV. I use it as my main tactic in giving the team the advantage. The enemy team isn't half as effective whilst they're all running round with militia swarms This is how it should be. However 1 skilled AV dedicated player can do this by himself. Gotta say, it depends on the tank. Some tanks I can melt without reloading. Decent tanks I can't do squat to. Using proto swarms 6x 300 dmg, so obv raw damage is like 2k including skills. But given that you have a base resist especially on sheild, your passive recharge and your boosters. A well tanked sheild tank laughs me off even when I'm lobbing av's at it. Yep which is why in OP I specially stated the shield vs swarm thing. You shouldn't be using swarms on shield. You should have a forge gun for that, that is the shields counter. Right now swarms can do some decent stuff to shield tanks, shield tanks highest resistance is kinetic, which missiles do. Armor tanks lowest resist is explosive and kinetic, swarms were buffed to deal with shield tanks, truly making them OP excuse the word, towards armor. You might be right, but still if your well tanked either you have a 8k or more buffer, not including resistances. Or you have awesome resistances and reppers. Either way, your not getting solo'd
CBR-7 Swarm with 3 complex can 2 shot my 7k armor with 50% resist running.
|
Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.02.25 01:29:00 -
[27] - Quote
Y0UR NAME HERE wrote:There's a few issues with tanks I'd like to have a chat about.
Currently skilled AV can do terrible things to our tanks that will make us corner cry and hide behind the redline or simply die.
It takes only 1 mind you, and AV isn't a hard thing to skill into, the SP requirements are very low compared to tanks.
What I'd like to see is tanks have a double hp buff.
I think it would solve a lot of issues currently,
Some AV things need looked at. AV grenades for 1, we don't even know how much damage they do, but its a lot.
I'd also like to see missile launchers be fixed. At this point they're wasting space in game.
Rails need around a 2.0 meter splash increase.
Shield tanks need collision corrected, you hit one with an LAV or armor tank, and it blows up. Hell you hit a wall and they blow up.
Swarm launchers need either a range reduction or damage decrease. Yes yes people will say they do nothing, that's because your shooting a shield tank, they're made to resist missiles. Armor, not at all. Proto is ridiculous, even advanced your looking at 300 damage per missile times 6 missiles times 4 in a clip.
When one hits you, the others are in the air, combined with range and peek a boo tactics, good luck.
Forge guns are fine. They do exactly what they should.
Shield tanks def need either hp buff or for their hardners to run longer with a shorter cool down.
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard.
The mouse needs to be fixed for tank turrets, its terribly bad.
The Surya and Sagaris need to have a better role definition, add siege mode to them, or give them appropriate slots to set them apapart from standard tanks, give Surya 1 more low and Sagaris 1 more high.
Any other thoughts ideas, disagreements are welcome.
I'd like to see what people say and see if we can come to an agreement.
The player base is 90% AR 1% AV 9% assortment.
So please don't just give some wack answer because you drove a militia tank this one time, or use your starter fits.
I'm looking for comments from skilled AV players and tank drivers alike to see where we went wrong in closed beta on balancing these things.
Thanks for the hate in advance!
[Y0UR NAME HERE]
1. Double HP? lolno , a bigger buff to marauders yes but not double HP thats dumb
2. AV nades dmg is fine, the range u can toss those things at needs reducing
3. Decrease Missile dmg a bit so they wont 1 shot armor tanks like before, increase splash radius , make em shoot straighter, problem solved
4. Rails are fine as is
5. Collision dmg in general needs to be fixed, cant be hittin small bumps and losing a bunch of shields an ****
6. Swarms need a drastic range reduction or have to maintain a lockon to reach that far. This would diminish the bs, lockon behind cover peek a boo bs along with firing swarms all the ******* way from deployment to ******* C on the construction map.
7. FGs fine. agreed.
8. Shield Hardeners buffed to 15-20 secs, cooldown is fine. Shield tanks arent meant to sit in a hotzone sponging too much dmg.
9. Agreed on kb/m being faster than controller bs needs to be fixed
10. Never played with mouse but here the turrets move slow with it.
11. Marauders need seige modules ASAP to set it apart from standard tanks. Atm its just a beefed up standard tank but not by that much.
Also side note, there is also alot of bs that gives bonus dmg to armor tanks but atm no shield specific infantry AV weapon (no the plasma launcher is not shield oriented its a Hybrid weapon so equal dmg)
I dont know how good LRs are at AV vs proper fitted tanks but i doubt it could be that useful
|
Y0UR NAME HERE
Imperfects Negative-Feedback
438
|
Posted - 2013.02.25 01:32:00 -
[28] - Quote
Mavado V Noriega wrote:Y0UR NAME HERE wrote:There's a few issues with tanks I'd like to have a chat about.
Currently skilled AV can do terrible things to our tanks that will make us corner cry and hide behind the redline or simply die.
It takes only 1 mind you, and AV isn't a hard thing to skill into, the SP requirements are very low compared to tanks.
What I'd like to see is tanks have a double hp buff.
I think it would solve a lot of issues currently,
Some AV things need looked at. AV grenades for 1, we don't even know how much damage they do, but its a lot.
I'd also like to see missile launchers be fixed. At this point they're wasting space in game.
Rails need around a 2.0 meter splash increase.
Shield tanks need collision corrected, you hit one with an LAV or armor tank, and it blows up. Hell you hit a wall and they blow up.
Swarm launchers need either a range reduction or damage decrease. Yes yes people will say they do nothing, that's because your shooting a shield tank, they're made to resist missiles. Armor, not at all. Proto is ridiculous, even advanced your looking at 300 damage per missile times 6 missiles times 4 in a clip.
When one hits you, the others are in the air, combined with range and peek a boo tactics, good luck.
Forge guns are fine. They do exactly what they should.
Shield tanks def need either hp buff or for their hardners to run longer with a shorter cool down.
The keyboard and joystick need to be on equal grounds, the joystick should equal the keyboard.
The mouse needs to be fixed for tank turrets, its terribly bad.
The Surya and Sagaris need to have a better role definition, add siege mode to them, or give them appropriate slots to set them apapart from standard tanks, give Surya 1 more low and Sagaris 1 more high.
Any other thoughts ideas, disagreements are welcome.
I'd like to see what people say and see if we can come to an agreement.
The player base is 90% AR 1% AV 9% assortment.
So please don't just give some wack answer because you drove a militia tank this one time, or use your starter fits.
I'm looking for comments from skilled AV players and tank drivers alike to see where we went wrong in closed beta on balancing these things.
Thanks for the hate in advance!
[Y0UR NAME HERE] 1. Double HP? lolno , a bigger buff to marauders yes but not double HP thats dumb 2. AV nades dmg is fine, the range u can toss those things at needs reducing 3. Decrease Missile dmg a bit so they wont 1 shot armor tanks like before, increase splash radius , make em shoot straighter, problem solved 4. Rails are fine as is 5. Collision dmg in general needs to be fixed, cant be hittin small bumps and losing a bunch of shields an **** 6. Swarms need a drastic range reduction or have to maintain a lockon to reach that far. This would diminish the bs, lockon behind cover peek a boo bs along with firing swarms all the ******* way from deployment to ******* C on the construction map. 7. FGs fine. agreed. 8. Shield Hardeners buffed to 15-20 secs, cooldown is fine. Shield tanks arent meant to sit in a hotzone sponging too much dmg. 9. Agreed on kb/m being faster than controller bs needs to be fixed 10. Never played with mouse but here the turrets move slow with it. 11. Marauders need seige modules ASAP to set it apart from standard tanks. Atm its just a beefed up standard tank but not by that much. Also side note, there is also alot of bs that gives bonus dmg to armor tanks but atm no shield specific infantry AV weapon (no the plasma launcher is not shield oriented its a Hybrid weapon so equal dmg) I dont know how good LRs are at AV vs proper fitted tanks but i doubt it could be that useful
+1 thanks for a constructive post.
And I do like your points. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.02.25 01:37:00 -
[29] - Quote
You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense |
Mavado V Noriega
SyNergy Gaming
2281
|
Posted - 2013.02.25 01:43:00 -
[30] - Quote
Drommy Hood wrote:You said discussion, I'm discussing :-)
I don't see any armour tanks if I'm honest. But don't see how swarms that do 1800 dmg can take out 7k armour at 50% res in 2 shots. If they do, then your right, it needs to change. Not because its OP, because its buggy. It mathematically makes 0 sense
because loldmg mods are severely B R O K E N |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 :: one page |
First page | Previous page | Next page | Last page |