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Bendtner92
Internal Error. Negative-Feedback
779
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Posted - 2013.07.23 10:39:00 -
[271] - Quote
Takahiro Kashuken wrote:CCP blam where are you? Gone. |
Takahiro Kashuken
Red Star. EoN.
747
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Posted - 2013.07.25 11:37:00 -
[272] - Quote
Bendtner92 wrote:Takahiro Kashuken wrote:CCP blam where are you? Gone.
Replaced with CCP Wolfman |
EnglishSnake
Zumari Force Projection Caldari State
1452
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Posted - 2013.08.04 12:48:00 -
[273] - Quote
Takahiro Kashuken wrote:Bendtner92 wrote:Takahiro Kashuken wrote:CCP blam where are you? Gone. Replaced with CCP Wolfman
Where is CCP wolfman? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
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Posted - 2013.08.04 14:17:00 -
[274] - Quote
EnglishSnake wrote:
Best solution to this is a Battlefield simulation room - this room would allow you use all weapons/vehicles and mods for testing purposes, kind of like what Planetside2 uses so you can get a feel for the latest weapons, also it could be doubled as a testing room to see how much damage a weapon does to something Basic problems
Militia AV - It's too good, alot of players do use them against basic vehicles, you want players to try them out sure but you also want players to specialize into AV if they like it. Reduce militia AV by 50% damage
Militia Vehicles - The LAV is generally too good now since the HP buff, even the HAV got a HP buff which wasn't needed, so remove the buff to militia vehicles, dropship stays the same. This would generally stop militia LAV as murder taxis since they would be more like paper so easier to take out
AV nades - Many assault/logis use this as their main source of AV because they are skilled mostly into their primary and dropsuit/mods, problem is they are very good for knocking out a HAV on its own, the nades should be more of a deterrent and not as a standalone AV weapon to be put next to the SL/FG/PL, it should be used with the AV weapons. I would reduce the damage by 25-50%, also it would help if we could see how much damage they do to begin with
Swarm launchers - They lock on fairly fast and you can generally bunny hop in front of your target and not get hit and still be able to launch GÇóThe lock on time should be increased , 2sec or so GÇóSwarms should not be able to turn 180deg on a sixpence, many a time in a LAV im driving towards to missiles then I swerve and the missiles just stop in the air turn around and hit GÇóInvisible missiles are back - we can't see where they are being fired from so we can't kill the SL guy GÇóLock on - Fire and forget it is really, no skill required, I would like to make it advanced/proto only and introduce other variants, such as a guided SL, you have to maintain lock for the missiles to hit, this would have a damage increase and also possibly a missile velocity increase, downside is if you lose lock the missiles are lost and if you regain lock it's too late due to missile velocity and lock on time. I would like to see a dumb fire variant but the problem is it would be like the very old SL where it was spammed against infantry more than vehicles and OHK all infantry like what happened in the 1st build
Forge Guns - Stats - Comparison with Proto Railguns GÇóBreach FG - 2772 Damage, 277.2 Splash damage, 1.5m Blast radius, 6sec charge time GÇóCompressed particle cannon - 1798.7 Damage, 292.5 Splash damage, 2.5m splash radius, 2.2sec fire interval, 0.3 charge time GÇóAssault FG - 1663.2 Damage, 277.2 Splash damage, 3m Blast radius, 2.5sec charge time GÇóParticle cannon - 1438.9 Damage, 234 Splash damage, 2.5 Blast radius, 1.8sec fire interval, 0.3sec charge time
Add in skills that FG get a 25% reduction to charge time and 15% damage increase where as turrets get 15% damage also but nothing else, but the base value the FG are consistently stronger than the railguns all through from basic to proto and also fire faster with max skills when using the assault FG
Problem is this is going against the basic vehicles, the basic armor tank I tend to see is about the 6700armor mark where as shield is at 5500 fitted out, going by this advanced tanks fitted out we would be seeing close to 8k armor and 6.8 shield and proto tanks reaching 10k and more which would then take these proto FG a clip or so to take out or even a couple of proto guys (argue over teamwork later) but these advanced and proto vehicles would be the most expensive things in the game in SP and ISK but the payoff is worth it for vehicle users.
Nerf milita? Lol what a fail scrub. Nerf the forge gun and the assault forge gun by a lot? Seriously? Do you know how hard it is to use the assault forge gun on any moving object. Infantry and vehicle. The tank can kill you in 2 hits but it takes a whole clip to kill a tank with a forge gun. Now you want to make it more clips? Wow. Pathetic. By the time the forge gunner gets 3 hits on the tank the red infantry will take him down..so yeah don't touch the forge gun just because you fail at this game. And I hope you know each level you get in the forge gun does a reduction in charge time. So since you probably didn't even know that tells me you don't use it and don't understand the draw backs the gun already has. So nerfing and lavs and milita gear to be useless is your idea of balance? The milita swarm launcher isn't to good. Actually the difference between basic ( standard ) and milita gear is that the milita variant has less ammo and rounds per clip and has higher fitting cost. So please your pretty numbers don't impress me. |
Takahiro Kashuken
Red Star. EoN.
800
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Posted - 2013.08.04 14:29:00 -
[275] - Quote
Where did i say nerf FG?
Thats a comparision with proto turrets
Why cant you read? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
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Posted - 2013.08.04 14:30:00 -
[276] - Quote
Takahiro Kashuken wrote:Where did i say nerf FG?
Thats a comparision with proto turrets
Why cant you read? By you comparing them you're basically saying it's op. just saying The thing about forge guns is the risk in using them. So it has to be powerful, tank vs forge gunner. Tank will win most of time. |
Takahiro Kashuken
Red Star. EoN.
800
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Posted - 2013.08.04 14:34:00 -
[277] - Quote
FLAYLOCK Steve wrote:Takahiro Kashuken wrote:Where did i say nerf FG?
Thats a comparision with proto turrets
Why cant you read? By you comparing them you're basically saying it's op. just saying
Well when a handheld version does more damage than a vehicle mounted turret...
Well you can make your own mind up |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
68
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Posted - 2013.08.04 14:41:00 -
[278] - Quote
Takahiro Kashuken wrote:[quote=FLAYLOCK Steve][quote=Takahiro Kashuken]Where did i say nerf?
Well when a handheld version does more damage than a vehicle mounted turret...
Well you can make your own mind up But look at the draw backs from a forge gun. Slow moving duck, Way less health than any vehicle. It's a gun that requires charge time. The assault forge gun has no charge hold. So it's load and fire not load hold wait for it fire. So what's the problem? Seriously, lost to many tanks? Don't sit still when a forge hits you. People really got to stop complaining, the only risk you have using a tank is the cost. Using a forge gun you have way more risk. Vs infantry vs vehicle. The weapon it self. So why cry? |
DarthJT5
12th Shadow Legion
0
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Posted - 2013.08.04 16:23:00 -
[279] - Quote
The arguement that an assault FG cant hold a charge and gives an advantage to the railgun tank is invalid. Ever seen somone hold a charge on a railgun? |
Takahiro Kashuken
Red Star. EoN.
804
|
Posted - 2013.08.05 11:49:00 -
[280] - Quote
FLAYLOCK Steve wrote:Takahiro Kashuken wrote:[quote=FLAYLOCK Steve][quote=Takahiro Kashuken]Where did i say nerf?
Well when a handheld version does more damage than a vehicle mounted turret...
Well you can make your own mind up But look at the draw backs from a forge gun. Slow moving duck, Way less health than any vehicle. It's a gun that requires charge time. The assault forge gun has no charge hold. So it's load and fire not load hold wait for it fire. So what's the problem? Seriously, lost to many tanks? Don't sit still when a forge hits you. People really got to stop complaining, the only risk you have using a tank is the cost. Using a forge gun you have way more risk. Vs infantry vs vehicle. The weapon it self. So why cry?
What drawbacks? what risk?
Half the time get up high and stay ther the whole game denying the map to any and all vehicles while they kill infantry
No charge, same as a railgun, we cant hold charge so is that a drawback to turrets?
I never really complained over FG except for the comparision to turrets, its an observation where ppl can make ther own mind up |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
985
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Posted - 2013.10.03 04:33:00 -
[281] - Quote
Weekly bump because this is important. ____________________
My list of most important threads: https://forums.dust514.com/default.aspx?g=posts&t=102975&find=unread
If you know of any topics you'd like to add please post them here! |
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