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Thread Statistics | Show CCP posts - 1 post(s) |
Draxus Prime
BurgezzE.T.F Orion Empire
588
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Posted - 2013.05.22 01:28:00 -
[1] - Quote
BOZ MR wrote:ReGnUM Public Relations wrote:Oh you're a rush jet scrub. Not exactly, Our clan is a rush so I play rush jet when I am playing with them. Other than that I play hardcore cq jets. do u camp the jet spawn... |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:30:00 -
[2] - Quote
bf3 style modues like ir smoke to stop swarms maybe |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:35:00 -
[3] - Quote
BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. ^^^ very true. i used to forge gun snipe all u needed to control the map is ammo, a mouse and a assault forge gun im now a sniper |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:38:00 -
[4] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
wheres ur cpm tag? |
Draxus Prime
BurgezzE.T.F Orion Empire
588
|
Posted - 2013.05.22 01:40:00 -
[5] - Quote
nvm ur tags back nova ,i refreshed |
Draxus Prime
BurgezzE.T.F Orion Empire
591
|
Posted - 2013.05.22 22:27:00 -
[6] - Quote
hey nova whens the next cast514? |
Draxus Prime
BurgezzE.T.F Orion Empire
592
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Posted - 2013.05.22 22:52:00 -
[7] - Quote
Nova Knife wrote:Draxus Prime wrote:hey nova whens the next cast514? Whenever Grideris is not busy doing whatever it is australians do when they aren't on the internet. Just waiting on him to be available to record it, we have one planned. i heard u live in canada where in canada? im from Nova Scotia |
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