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negative49er
One-Armed Bandits Unclaimed.
6
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Posted - 2013.06.01 13:20:00 -
[1] - Quote
I been hearing people complaining about that it will be difficult for new player to get into the game. It not all about how much SP they have or if they are running proto, I been able to come toe to toe with protobear and come victories. I only have around 5 million skill point against the people with 10 million or over SP to them I shouldn't be a threat, but i study and understand the game, figure out counters and plan out routines and skill growth. NOTHING in this game is unstoppable everything have a weakness. The dropsuits have one of the most easily to find weakness and it based on the races.
Caldari: Primary a shield based suit rely on little with armor easy counter use energy based weapons ( laser rifle(sucks), scrambler rifle, and flux grenades) take out the shield take out the player.
Mimatar: is one of the fastest suit in the game and have a build in armor repair, but I have seen that they are not very sturdy and tough mostly rely on their speed to get out of situation a true Hit and Run Suit ( yes i'm a Mimatar and proud). The best way to counter them is if you have a character with with good armor, because a mimatar suit can't stay in the front line for too long without help.
Amarr: To me the basic suit of the Amarr is "Just" Basic. it have the same armor and shield only changing if you make one higher than the other. But the Heavy is a slow powerful turtle rely on defense, but we all should know is to take them from a distance they have the worse range but monstrous up close,
Gallente: One word stealth the Gallente suit is one of the hardest suit to find making it a good shotguning suit. It good to have an active scanner and skill up into your scan precise to flush them out.
Weapons list weakness
Assualt Rifle: "Basic" TAC does need to be balance Scrambler pistol: clip size submachine gun: got to have constant hits Laser rifle: it suck now even in long range and short range Plasma cannon: only got one shot nova knifes: got to get close scrambler rifles: fear of over heating Swarm Launcher: only a lock on weapon Shotgun: slippery aiming Mass Driver: no long range accuracy Heavy Machine gun: not effective at long range Forge gun: vulnerable when charging Sniper rifle: no hip shot marker Flaylock Pistol: clip size
Their are many way to defeat someone and they should know that they are not unstoppable. OK I Guess im finish if anyone got something else let me know |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
198
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Posted - 2013.06.01 13:28:00 -
[2] - Quote
Since passive skills are now linked to the modules you fit instead of the character like in Chrome, this is more true. |
Yuki752
Intara Direct Action Caldari State
0
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Posted - 2013.06.01 14:12:00 -
[3] - Quote
Quite agree with you there. Came up against many Proto Logi TAC AR Shield Tankers, whose only advantage is that we newbies haven't fully grasped the game yet.
Now that I know how to counter shields, I started an alt and straight away went for grenade specialization. From there on started watching shield tankers run away as I throw flux grenades in their face. When their advantage is taken away; damn pathetic cowards if I ever saw any. :)
That and now I've come to love my scrambler pistol. I pull it out to quickly strip off shields, then finish protobears with my assault rifle. |
Kitten Empress
Ametat Security Amarr Empire
210
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Posted - 2013.06.01 14:22:00 -
[4] - Quote
Proto equipment does give you a big bonus. You can't say 450 vs 600+ DPS is the same. You also can't say 350 eHP vs 650+ eHP is the same.
Though skill is an important factor, but proto equipment gives you more wiggle room. |
J Lav
Opus Arcana Orion Empire
82
|
Posted - 2013.06.01 14:48:00 -
[5] - Quote
Numerically you're wrong. Flat out wrong.
At best, if you can get close enough you can out maneuver and outshoot someone in better gear.
Out maneuvering and outshooting, Let's say I bring in an advanced suit with about 300-400 ehp. A lot of assault players have 700-850 ehp, and my Logi suit has about 300 ehp. With the same DPS, I will have to shoot him more than 2-3 times for every shot he lands (this is a whole number system because you can't take 1/2 a shot) in order to win the confrontation. So even if I run up behind them, a player has time to turn around and drop me. And this is assuming they have no complex mods, no weapon proficiency etc..
So numerically, to beat a proto wearing, shield tanked scrub with a TAC ar, I have to get in close, and be more than twice as good at shooting with the same weapon a new player doesn't have access too, with skills the new player doesn't have, with modules the new player can't fit.
For those saying "Get Gud", know that the largest numerical advantage I've seen in Halo, COD, BF or any AAA shooter, between a maxed character and a new one is ~50%. In Dust it is often 200-300% discrepancy in health and damage.
I'm not complaining, as I have a lot of fun playing this game, but feel for the new players who have very little chance at taking down a couple of guys running around in the open. There is too big a gap. |
negative49er
One-Armed Bandits Unclaimed.
8
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Posted - 2013.06.01 15:49:00 -
[6] - Quote
J Lav wrote:Numerically you're wrong. Flat out wrong.
At best, if you can get close enough you can out maneuver and outshoot someone in better gear.
Out maneuvering and outshooting, Let's say I bring in an advanced suit with about 300-400 ehp. A lot of assault players have 700-850 ehp, and my Logi suit has about 300 ehp. With the same DPS, I will have to shoot him more than 2-3 times for every shot he lands (this is a whole number system because you can't take 1/2 a shot) in order to win the confrontation. So even if I run up behind them, a player has time to turn around and drop me. And this is assuming they have no complex mods, no weapon proficiency etc..
So numerically, to beat a proto wearing, shield tanked scrub with a TAC ar, I have to get in close, and be more than twice as good at shooting with the same weapon a new player doesn't have access too, with skills the new player doesn't have, with modules the new player can't fit.
For those saying "Get Gud", know that the largest numerical advantage I've seen in Halo, COD, BF or any AAA shooter, between a maxed character and a new one is ~50%. In Dust it is often 200-300% discrepancy in health and damage.
I'm not complaining, as I have a lot of fun playing this game, but feel for the new players who have very little chance at taking down a couple of guys running around in the open. There is too big a gap.
So me defeating two prototype caldari suit with STD Heavy suit and heavy machine gun is just impossible and these guy had more than 500 shield |
DJINN Jecture
Purgatorium of the Damned League of Infamy
11
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Posted - 2013.06.01 15:52:00 -
[7] - Quote
Kitten Empress wrote:Proto equipment does give you a big bonus. You can't say 450 vs 600+ DPS is the same. You also can't say 350 eHP vs 650+ eHP is the same.
Though skill is an important factor, but proto equipment gives you more wiggle room.
Wiggle room? The composition of your squad and the tactics used are the only wiggle room needed. Last night me and some friends went toe to toe with Proto suited mercs in MILITIA gear and stomped them. Where is the bonus it gave them? The level one specialized suits have the same base HP as the Proto speced suits do, the only advantage the protos have is more slots, pg and cpu. Which when filled with proto gear (complex etc.) leads to more tears when lost. Seems to me the advantage goes to Militia and level one specialized suits. |
J Lav
Opus Arcana Orion Empire
82
|
Posted - 2013.06.01 18:23:00 -
[8] - Quote
negative49er wrote:J Lav wrote:Numerically you're wrong. Flat out wrong.
At best, if you can get close enough you can out maneuver and outshoot someone in better gear.
Out maneuvering and outshooting, Let's say I bring in an advanced suit with about 300-400 ehp. A lot of assault players have 700-850 ehp, and my Logi suit has about 300 ehp. With the same DPS, I will have to shoot him more than 2-3 times for every shot he lands (this is a whole number system because you can't take 1/2 a shot) in order to win the confrontation. So even if I run up behind them, a player has time to turn around and drop me. And this is assuming they have no complex mods, no weapon proficiency etc..
So numerically, to beat a proto wearing, shield tanked scrub with a TAC ar, I have to get in close, and be more than twice as good at shooting with the same weapon a new player doesn't have access too, with skills the new player doesn't have, with modules the new player can't fit.
For those saying "Get Gud", know that the largest numerical advantage I've seen in Halo, COD, BF or any AAA shooter, between a maxed character and a new one is ~50%. In Dust it is often 200-300% discrepancy in health and damage.
I'm not complaining, as I have a lot of fun playing this game, but feel for the new players who have very little chance at taking down a couple of guys running around in the open. There is too big a gap. So me defeating two prototype caldari suit with STD Heavy suit and heavy machine gun is just impossible and these guy had more than 500 shield
I didn't say impossible, and given you were in a heavy suit, I'd say there are a few things at work:
1st, you got close enough 2nd, You have no idea what those players had on their suits unless you know them personally 3rd, There is such a factor as skill, but I don't believe it is enough in this game given the desync issues, server instability and the way the game is fundamentally built |
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