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Iron Wolf Saber
Den of Swords
4469
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Posted - 2013.05.20 23:16:00 -
[1] - Quote
I'll keep my HAV as there are times when just having a warm forge gun isn't enough to satisfy the need to break EVERYTHING. |
Iron Wolf Saber
Den of Swords
4474
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Posted - 2013.05.21 00:15:00 -
[2] - Quote
BOZ MR wrote:Iron Wolf Saber wrote:I'll keep my HAV as there are times when just having a warm forge gun isn't enough to satisfy the need to break EVERYTHING. You do not belong here get lost. You are the reason scattered ion cannon deals 1072 DPS while D. TAC AR deals around 1040.
Prove it. |
Iron Wolf Saber
Den of Swords
4474
|
Posted - 2013.05.21 00:19:00 -
[3] - Quote
SGT NOVA STAR wrote:BOZ MR wrote:SGT NOVA STAR wrote:if tankers want to quit thats fine with me. more guys on the ground to kill. i'll just miss the rare madrugar rhino fights or the cute little caldari shield tank fights (awe they try at least) We can still make rhino fights if you want. Come at me bro -/activates fuel injector and hardners.. did he jusy say fuel injector? ***Activates hydraulics and evil laugh module***
/me activates neon Treads module. |
Iron Wolf Saber
Den of Swords
4484
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Posted - 2013.05.21 04:33:00 -
[4] - Quote
BOZ MR wrote: Don't make me search of your post that says turret damages are the main issue for tanks.
Don't bother searching for stuff that was months before Uprising. |
Iron Wolf Saber
Den of Swords
4489
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Posted - 2013.05.21 11:55:00 -
[5] - Quote
BOZ MR wrote: Want more proof Iron Wolf Liar?
You certainly need to dig better, I don't see any proof what so ever.
I just simply stated that Damage +Skills are bad for a FPS game and that Enforcers are agreeably LOL wut? at times because they're so easily popped by a kamikaze LAV demoman and they're certainly not the murader HAVs people loved.
I am sure people would rather want:
Less Heat Per Skill Level on the blasters Less Spool Per Skill Level on the rail-guns More Blast Radius per Skill level on missile launchers.
Vs
1% Turret Damage
The core of most HAV's problems is surviving. The HAVs more than capable killing each other in mere seconds and typically most Tank vs Tank Engagements are done and over with far faster than Infantry vs Infantry engagements. Why do you want make the damage to go up into the miliseconds? Why do you want to reward the first tank on the field? Most of the time the complaints about the tanks from tank pilots have usually always had been involving how short they live against... anything.
So are you going to sit there and lie to me that tank problems are it's damage output? I been reading the forums and its more of the damage input they're mostly complaining about.
If I had been give an either/or problem of:
Increase damage Lose more HP vs. Increase HP and lose damage
I'd pick the later provided the rest of the environment doesn't change. Ability to re-engage time after time after time is far more valuable in keeping the investment worth it in a vehicle.
Because the damage output shreds most infantry and other vehicles in seconds or instantly what is an instantly slightly shorter going to change up overall?
So go ahead and lie to me I am wrong. Because if you want to nerf tank HP fine by me, I play AV as well and I am still soloing too many of these tanks.
Yes I know the PG skill is fubar and needs to change back to proving grid instead of shaving ... 1 cpu was it?
Yes I know the Shield and Armor skills changed but I don't want them changed back (because this is now a double stack buff on EHP on every additional plate you throw on.) However I haven't had the time to sit-down and do the math to see if its been stacking penalized. |
Iron Wolf Saber
Den of Swords
4490
|
Posted - 2013.05.21 12:10:00 -
[6] - Quote
BOZ MR wrote: I don't know if you are awera but we are receiving a damage nerf WITHOUT INCREASED SURVIVALITY
I am not sure who told you, but chances are he has the bad case of imaginitus. Because rest of the CPM that have been commenting on the issue internally has said no similar thing.
CCP is getting a few folks to re-evaluate the entire vehicle environment overall observing the modules, the skill level bonuses on said modules and the effect of the modules on vehicles. Then making adjustments.
They are also going to be looking at the vehicle vs vehicle and vehicle vs anti-vehicle dynamics.
A bare value you can translate that as things are going to change. At worst value you can say everything got nerfed. At best value everything got buffed. |
Iron Wolf Saber
Den of Swords
4499
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Posted - 2013.05.21 15:44:00 -
[7] - Quote
slap26 wrote:last build we had damage and no tank. This build we have no tank AND no damage. I'd rather get turret operation to give me 3% per lvl and turret prof back then to have a "decreased spool up time" on my railgun. We have a bunch of people that don't truly understand the mechanics of vehicle play providing feedback to CCP on vehicles.
What we need to do is bring together all of the higher tier tank drivers into a chat and make up a list of how to balance tank vs tank and tank vs AV.
Odd, I the strange fact I understand that spool up time is an accuracy penalty. |
Iron Wolf Saber
Den of Swords
4500
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Posted - 2013.05.21 15:59:00 -
[8] - Quote
Rasatsu wrote:Iron Wolf Saber wrote:Odd, I the strange fact I understand that spool up time is an accuracy penalty. If you're bad, yes. We already include the movement of the target, lag and travel time of the projectile into our muscle memory, spool up time is just another variable.
So you want 15 more damage vs more accuracy?
chances are even at lvl 5, the additional damage of the skill would not make a difference between shooting a target once or shooting it twice with the railgun.
You have to admit that the situation of where it would have made a difference is extremely rare. It almost begs similar question as to the some damage mods for the guns, an additional 0.1 more damage where vs the average targets shot at most is only going to save you 2 bullets in a fully automatic weapon. |
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