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DeadlyAztec11
One-Armed Bandits Unclaimed.
451
|
Posted - 2013.06.13 20:32:00 -
[91] - Quote
Doc Noah wrote:Anyone know which is better against heavily shielded vehicles? AV Grenade or Flux grenades?
Seems like AV does more damage to shields than flux despite flux supposedly being better against shields. AV also has the added bonus of doing heavy armor damage after the shields are down as well as automatic tracking if the vehicle drives off. I'm only talking about standard level as I havent unlocked ADV or PROTO yet but I imagine they scale the same way. AV>Flux.
Flux seems to do A LOT less damage than they used to back in Chromosome. I feel it should get it's damage back. Nobody ever complained about it before.
Who agrees? |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
860
|
Posted - 2013.06.13 20:39:00 -
[92] - Quote
DeadlyAztec11 wrote:~ Agreed on stances ~ -+ 40% reduction to Dropship prices -+ LAV spam is beneficial to AV players because it gives us more targets -+ AV grenades and Militia LAV's must both be nerfed. To give AV players more purpose on the battlefield -+ Plasma Cannon must be buffed. It is currently a silly novelty, that is not competitive -+ We are alright with the Forge Gun's damage being nerfed, AT RANGE! Not base ~ Stuff still on the table ~
I am a Gunnlogi pilot, and I approve of this message. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1599
|
Posted - 2013.06.13 20:45:00 -
[93] - Quote
Add something about the demolitions skill adding +1 to max carried proximity mines/REs per level, a buff in damage and getting rid of that beeping noise when vehicles approach mines and I'll sign up. |
Reign Omega
Quafe Runners
26
|
Posted - 2013.06.14 20:23:00 -
[94] - Quote
HOLY! A full dedicated AV Thread! My Brethren I am here! I felt myself..... alone in this wasteland of AR junkies and Angry cabbies, but now I see the promised land! Now...if anyone has an AV channel running in game, please send me to it!
Side note: I thoroughly support making the most of AV in any given battle, whether by suppressing enemy Vehicles, or just generally being a Donkey driving around blowing up installations. I have gotten my Supply Depot kill down to a clip and a half and have found some very obscure but very effective spots on most maps and modes to maximize my AV abilities. |
Scheneighnay McBob
Bojo's School of the Trades
1584
|
Posted - 2013.06.14 20:32:00 -
[95] - Quote
L1 on the swarm launcher (currently no use) should either be for more accurate lock-ons, or cancelling lock-ons |
DeadlyAztec11
Strong-Arm
462
|
Posted - 2013.06.14 20:34:00 -
[96] - Quote
Scheneighnay McBob wrote:L1 on the swarm launcher (currently no use) should either be for more accurate lock-ons, or cancelling lock-ons Way to go bob!
I support this, does anybody else?
Make it to cancel lock ons! |
Scheneighnay McBob
Bojo's School of the Trades
1584
|
Posted - 2013.06.14 20:53:00 -
[97] - Quote
I thought at first that I could cancel lockons like canceling a charge with other weapons (melee, switch weapons, or something) but it just made me fire anyway. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1690
|
Posted - 2013.06.14 21:07:00 -
[98] - Quote
Didn't L1 used to add zoom? Why'd they take it out? |
Scheneighnay McBob
Bojo's School of the Trades
1584
|
Posted - 2013.06.14 21:17:00 -
[99] - Quote
Cosgar wrote:Didn't L1 used to add zoom? Why'd they take it out? no idea |
Reign Omega
Quafe Runners
26
|
Posted - 2013.06.15 23:15:00 -
[100] - Quote
Used to have zoom, maybe it was too accurate? Now I accidentally lock onto other things during crucial moments. Also you used to be able to cancel the lock by switching weapons, not anymore. Now if you want to cancel the lock you have to 180 turn away from what you had locked and wait for the lock to lose itself.....time consuming and not always viable. |
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Reign Omega
Quafe Runners
26
|
Posted - 2013.06.15 23:22:00 -
[101] - Quote
DeadlyAztec11 wrote:Doc Noah wrote:Anyone know which is better against heavily shielded vehicles? AV Grenade or Flux grenades?
Seems like AV does more damage to shields than flux despite flux supposedly being better against shields. AV also has the added bonus of doing heavy armor damage after the shields are down as well as automatic tracking if the vehicle drives off. I'm only talking about standard level as I havent unlocked ADV or PROTO yet but I imagine they scale the same way. AV>Flux. Flux seems to do A LOT less damage than they used to back in Chromosome. I feel it should get it's damage back. Nobody ever complained about it before. Who agrees?
I also concur. Solely for the fact that with flux, even if it provides a bit more damage....once you eat the shields you still need to have something on you to drop the vehicle itself. On a strictly grenade vs grenade basis, with a nanohive I can drop the shields with maybe 1 more grenade....and then still have the AV function to drop the remaining armor. |
Charlotte O'Dell
Molon Labe. League of Infamy
486
|
Posted - 2013.06.16 00:20:00 -
[102] - Quote
My only problem with AV specifically, is that AV grenades are too cheap for the damage they do.
Otherwise, the biggest issue is not having ADV and PRO vehicles. What do you guys think? |
DeadlyAztec11
Strong-Arm
477
|
Posted - 2013.06.16 00:33:00 -
[103] - Quote
Charlotte O'Dell wrote:My only problem with AV specifically, is that AV grenades are too cheap for the damage they do.
Otherwise, the biggest issue is not having ADV and PRO vehicles. What do you guys think? Granted, though, you realize that AV will receive a buff when this occurs right?
Do not think for a second that they will leave the values how they are. Though, SP requirements may also be lowered on the vehicle end. That said, proto vehicles will not require 10 guys with Proto Swarm launchers to destroy them. |
Charlotte O'Dell
Molon Labe. League of Infamy
486
|
Posted - 2013.06.16 00:43:00 -
[104] - Quote
DeadlyAztec11 wrote:Charlotte O'Dell wrote:My only problem with AV specifically, is that AV grenades are too cheap for the damage they do.
Otherwise, the biggest issue is not having ADV and PRO vehicles. What do you guys think? Granted, though, you realize that AV will receive a buff when this occurs right? Do not think for a second that they will leave the values how they are. Though, SP requirements may also be lowered on the vehicle end. That said, proto vehicles will not require 10 guys with Proto Swarm launchers to destroy them.
Then what's the point of PROTO tanks when they are just as effective as STD tanks were before their introduction. THat just makes tanks more of an SP and ISK sink, while AV gets another huge buff for no extra cost. AV is balanced and needs to stay the way it is, or tankers need another respec. My final verdict on this game comes when I get my Sagaris back in its full and proto form. Look at it this way: if STD AV and STD TANKS are balanced, then PRO AV and PRO tanks will be balanced, upon release. However, in all honesty, a tank that requires 4 ishukone forges to kill is very powerful...maybe...overly powerful. The only option is to make them so SP and ISK intensive that they will be the hardest things to get in the game and only rich corps will be able to deploy them and only like the top 15 tankers in the game will dare use them because of how bad it'd be to lose one. If i had a tank that powerful, i'd pay 20 mil each without a second thought. Nerfing them with ISK is the best bet. It'd also be good for tankers, though, because in PC matches, every team would need tanks to kill tanks. PRO AV would still work in pubs because i don't see anyone risking 20 mil for a 250,000 ISK reward, especially when someone else might do it too and kill you.
I mean, EVE has Titans, so dust needs the equivilant - proto tanks |
DeadlyAztec11
Strong-Arm
478
|
Posted - 2013.06.16 02:04:00 -
[105] - Quote
Charlotte O'Dell wrote:DeadlyAztec11 wrote:Charlotte O'Dell wrote:My only problem with AV specifically, is that AV grenades are too cheap for the damage they do.
Otherwise, the biggest issue is not having ADV and PRO vehicles. What do you guys think? Granted, though, you realize that AV will receive a buff when this occurs right? Do not think for a second that they will leave the values how they are. Though, SP requirements may also be lowered on the vehicle end. That said, proto vehicles will not require 10 guys with Proto Swarm launchers to destroy them. Then what's the point of PROTO tanks when they are just as effective as STD tanks were before their introduction. THat just makes tanks more of an SP and ISK sink, while AV gets another huge buff for no extra cost. AV is balanced and needs to stay the way it is, or tankers need another respec. My final verdict on this game comes when I get my Sagaris back in its full and proto form. Look at it this way: if STD AV and STD TANKS are balanced, then PRO AV and PRO tanks will be balanced, upon release. However, in all honesty, a tank that requires 4 ishukone forges to kill is very powerful...maybe...overly powerful. The only option is to make them so SP and ISK intensive that they will be the hardest things to get in the game and only rich corps will be able to deploy them and only like the top 15 tankers in the game will dare use them because of how bad it'd be to lose one. If i had a tank that powerful, i'd pay 20 mil each without a second thought. Nerfing them with ISK is the best bet. It'd also be good for tankers, though, because in PC matches, every team would need tanks to kill tanks. PRO AV would still work in pubs because i don't see anyone risking 20 mil for a 250,000 ISK reward, especially when someone else might do it too and kill you. I mean, EVE has Titans, so dust needs the equivilant - proto tanks Jaja, I was thinking more of an HAV that is four times as big as the regular, with dual barreled turrets, a Sniping platform on top, smoke grenade launchers, a plasma flame thrower(kind of like the water cannon), trophy system, mine deployer, goes 80% the speed of LAV's, an escape pod for the driver that shoots into the air and can be used as a mini dropship, self destruction button, the tracks keep spinning after you already stopped, chrome tracks, surround sound, pink dye peel out, velvet , neon lights, flame decals, a license plate that says 666, a cup holder, Windows 8, two uplinks, a supply depot, GPS, wheelie bars and hydraulics.
The Titan equivalent will be the MCC, when we are allowed to by them.
Aww, you unliked me |
Charlotte O'Dell
Molon Labe. League of Infamy
490
|
Posted - 2013.06.16 03:04:00 -
[106] - Quote
^I want it. |
Reign Omega
Quafe Runners
26
|
Posted - 2013.06.16 05:57:00 -
[107] - Quote
Charlotte O'Dell wrote:^I want it.
I want to blow it up! lol. Seriously though, from Running AV in Chromosome and in Uprising, Surya and Sagaris were NOT a 1 man job. Right now I can solo just about any tank I come across provided the right conditions.....but I do think that a proto tank should require at least a 2 man team to take down. BUT...I dont think the likelihood of having 2 AV players in one patch will make that Viable....as a Proto tank can have 1 man wiping down a whole team, and a 2 man AV squad would be rare to see. On that note though, a true AVer and a few blues with nades COULD tip the balance. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1731
|
Posted - 2013.06.16 06:00:00 -
[108] - Quote
One person with AV shouldn't be able to solo a tank. End of story. Remember when people got excited becaus they had to coordinate in a squad to kill marauders. I want that back. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1731
|
Posted - 2013.06.16 06:02:00 -
[109] - Quote
Forge Guns are fine though, being able to at least make a tanker think twice about advancing should be their intended purpose. |
DeadlyAztec11
Strong-Arm
481
|
Posted - 2013.06.16 06:18:00 -
[110] - Quote
Cosgar wrote:One person with AV shouldn't be able to solo a tank. End of story. Remember when people got excited becaus they had to coordinate in a squad to kill marauders. I want that back. It is not the same. By the way, you would need at least one person running forge and another with Swarm. Considering that heavies are way slower than assaults, it would make them a very akward team, I have tried it and we usually hold each other back.
Now if we had the Vanguard suit, I could see this happening. |
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Reign Omega
Quafe Runners
26
|
Posted - 2013.06.16 06:23:00 -
[111] - Quote
I solo STD stanks with PRO gear...and with the right tanker it isn't even easy at this point. I figure it wont be possible when the PRO tanks hit the streets. |
DeadlyAztec11
Strong-Arm
482
|
Posted - 2013.06.16 06:31:00 -
[112] - Quote
Reign Omega wrote:I solo STD stanks with PRO gear...and with the right tanker it isn't even easy at this point. I figure it wont be possible when the PRO tanks hit the streets. If all else fails.
We invest SP into Proto Remote Explosives, kinetic catalyzers, militia scout suits, Proto AV grenades and a militia drop ship. Then we suicide dive on top of Proto HAV's, all in the name of honor. |
Beld Errmon
Internal Error. Negative-Feedback
646
|
Posted - 2013.06.16 07:28:00 -
[113] - Quote
DeadlyAztec11 wrote:Jason Pearson wrote:So instead of responding to the calls for Pilot and AVers joint discussion on matters, you want a AVer crew to block every vehicle proposal to "nerf" AV?
Wot? Most backwards idea ever, thanks. This thread is meant to unite us AV players against all Pilots/Drivers. Image it being like 300 Spartans vs a horde of Persian immortals. Together we stand.
Oh, honey, the buses don't go where you live, do they? |
Charlotte O'Dell
Molon Labe. League of Infamy
499
|
Posted - 2013.06.16 08:30:00 -
[114] - Quote
Reign Omega wrote:Charlotte O'Dell wrote:^I want it. I want to blow it up! lol. Seriously though, from Running AV in Chromosome and in Uprising, Surya and Sagaris were NOT a 1 man job. Right now I can solo just about any tank I come across provided the right conditions.....but I do think that a proto tank should require at least a 2 man team to take down. BUT...I dont think the likelihood of having 2 AV players in one patch will make that Viable....as a Proto tank can have 1 man wiping down a whole team, and a 2 man AV squad would be rare to see. On that note though, a true AVer and a few blues with nades COULD tip the balance.
It needs to be in line with current stats. That means no buffs if we get PRO HAVs. Right now, one proto forge solos a have and 3 std forges kill a hav quickly. Scaled up, that makes a tank with over 13,000 HP. That's what I want at any price tag. |
DeadlyAztec11
Strong-Arm
510
|
Posted - 2013.06.18 15:33:00 -
[115] - Quote
New topic:
Should Swarm Launchers get a speed increase when jets come out? Should they be able to hit jets?
My Thoughts:
Fine for now, but when jets come in, they will need to be buffed speed wised.
I am thinking that it only go faster when targeting fast targets. For example, when the missiles target HAV's, they should go slow. For LAV's they should go medium speed, though, if the LAV speeds up, then the missiles speed up too. Same system would apply to jets, except that the missiles would go even faster.
The reason for not making them go fast all the time, lore wise: When the missiles go faster they create more thrust, so they create more thermal energy. The excess heat can cause the missiles to prematurely detonate each other. To compensate for this, the missiles spread even further apart from one another; the faster they go, the more heat they produce, the more they are spread out.
In an urban environment it would be more ideal for the missiles to stay close together, so as to avoid hitting any obstacles. So when aiming for slow targets (that would be in a CQC urban environment), it would be ideal to have closely packed missiles. Though, if targeting a jet that would be in the sky (few obstacles except for buildings), it would be ideal to have fast missiles, even if they must be spread out. |
Fox Gaden
DUST University Ivy League
486
|
Posted - 2013.06.18 18:32:00 -
[116] - Quote
Swarm missiles are too slow to catch a Jet in a chase, and I do not think this should be changed. Instead I think Swarm missiles should be programmed to try to intercept the JetGÇÖs projected flight path, and then turn and try to hit the Jet head on. This would mean that a Swarm Launcher would be effective when a Jed is approaching, but not when a Jet is fleeing.
Since Jets will be speed tanking, they probably will not have much HP, so it should not take very many shots to kill them. |
DeadlyAztec11
Strong-Arm
510
|
Posted - 2013.06.18 18:35:00 -
[117] - Quote
Fox Gaden wrote:Swarm missiles are too slow to catch a Jet in a chase, and I do not think this should be changed. Instead I think Swarm missiles should be programmed to try to intercept the JetGÇÖs projected flight path, and then turn and try to hit the Jet head on. This would mean that a Swarm Launcher would be effective when a Jed is approaching, but not when a Jet is fleeing.
Since Jets will be speed tanking, they probably will not have much HP, so it should not take very many shots to kill them. This is a great idea and currently I do lead dropships when shooting at them. Though, I feel this would be a bit hard to implement with the A.I.
One thing we can agree on; Swarms should be able to hit jets. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1921
|
Posted - 2013.06.18 18:42:00 -
[118] - Quote
Reign Omega wrote:Used to have zoom, maybe it was too accurate? Now I accidentally lock onto other things during crucial moments. Also you used to be able to cancel the lock by switching weapons, not anymore. Now if you want to cancel the lock you have to 180 turn away from what you had locked and wait for the lock to lose itself.....time consuming and not always viable. Swarm launchers are just strange in general when you look at their history. They still had the blast radius per skill level in Chrome, after they didn't dumbfire anymore. Also, they went too far with their tracking and accuracy and now I feel they dumbed them down a little too much in Uprising.
Just an idea, but what if they had a better middle ground in tracking, but the missile spread was more erratic. That way vehicles could actively outrun a salvo if they saw it coming, but if they were cornered, well... you get the idea. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1004
|
Posted - 2013.06.18 18:51:00 -
[119] - Quote
DeadlyAztec11 wrote:New topic:
Should Swarm Launchers get a speed increase when jets come out? Should they be able to hit jets?
With the introduction of the "Destroyer" role (Anti-Air), I'm not quite sure this would be necessary. Having the proper assets on the field at the time to deal with certain threats should take precident over making an end-all be-all weapon. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
27
|
Posted - 2013.06.18 18:51:00 -
[120] - Quote
YES YES AND YES!!!
Some of those jeeps are fast lil buggers, not always easy to hit with a forge.
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