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Thread Statistics | Show CCP posts - 178 post(s) |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
858
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Posted - 2014.02.26 22:29:00 -
[10561] - Quote
mollerz wrote:This talk of heavies getting beefed up... Are Nova Knives going to be inadvertently nerfed because of this? I was just wondering if anyone ran any numbers. I would be very sad if Ish Noks became defacto basic knives.
Well, seeing as noki's (still not catching on? shame) have their own special damage profile, they wouldn't be afected by any resistances, so they might be a very effective heavy killer. Unless raw damage is lacking.
I am part shovel, part man, full scout, and a little bit special.
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Patrick57
5501
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Posted - 2014.02.26 22:37:00 -
[10562] - Quote
Spademan wrote:mollerz wrote:This talk of heavies getting beefed up... Are Nova Knives going to be inadvertently nerfed because of this? I was just wondering if anyone ran any numbers. I would be very sad if Ish Noks became defacto basic knives. Well, seeing as noki's (still not catching on? shame) have their own special damage profile, they wouldn't be afected by any resistances, so they might be a very effective heavy killer. Unless raw damage is lacking. Well, Gallente Heavies are apparently capable of having more HP than my Guristas Saga
And more resistance too.
I go negative in PC, yay
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Brokerib
Lone Wolves Club
626
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Posted - 2014.02.26 22:41:00 -
[10563] - Quote
Ninja Troll wrote: Does Nos Nothi have many active members to be in squad? Any North Americans in corp, specifically for late night battles. (I'm EST timezone)
I recently joined D-Uni because there's usually active members for squad. D-Uni's tax rate is 7%. How much is Nos Nothi's tax rate? (Not a big deal, just curious)
I was in R0N1N for about a week and would mainly be in squad with Lightning. Unfortunately there were few active members when I was on late at night. I'll still be referring new scouts to R 0 N 1 N, which should be popular in 1.8.
It was a similar experience as being in squad with Scouts United people. I learned a lot during the Shinobi event, but like learning from Vets when possible.
Just to clarify on this. Nos Nothi is not a corp in the normal sense. There is no specific hierarchy, and we don't run corp operations (though that may happen at some stage), and there's no tax rate. It was setup purely to allow us to have a walled garden in the forums for scout-crafting and communications that aren't overly moderated. Which is also the reason that most of us setup a forum alt to join.
There's a Nos Nothi specific channel in game which can be used for grouping (details are on the Nos Nothi forum), but you can join with any of your toons. It more compliments 'Scouts United' than forms it's own channel, but is good if you're looking for a scout specific group.
Knowledge is power
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
860
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Posted - 2014.02.26 22:41:00 -
[10564] - Quote
Patrick57 wrote:Spademan wrote:mollerz wrote:This talk of heavies getting beefed up... Are Nova Knives going to be inadvertently nerfed because of this? I was just wondering if anyone ran any numbers. I would be very sad if Ish Noks became defacto basic knives. Well, seeing as noki's (still not catching on? shame) have their own special damage profile, they wouldn't be afected by any resistances, so they might be a very effective heavy killer. Unless raw damage is lacking. Well, Gallente Heavies are apparently capable of having more HP than my Guristas Saga And more resistance too.
If someone tanks it that much they're going to be incredibly slow, no?
I am part shovel, part man, full scout, and a little bit special.
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Patrick57
5501
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Posted - 2014.02.26 22:44:00 -
[10565] - Quote
Spademan wrote:If someone tanks it that much they're going to be incredibly slow, no? The only people speed is a factor for is Scouts.
For all others, the game is tank as much HP as possible to stay alive. Hell, I used to have 600+ Armor on my Amarr Logi, with three Complex Damage Mods and Triage hives.
Besides, Heavies are only supposed to camp on objectives anyway :P They aren't supposed to be moving around.
I go negative in PC, yay
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
863
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Posted - 2014.02.26 22:52:00 -
[10566] - Quote
So, you're saying people wouldn't care if their 3.5m/s moving heavy was brought down to 2m/s? (I just pulled those numbers out of thin air, but that first one seems familiar.)
What if standing in the same spot isn't viable when say, trying to get out of sniper fire, or trying to get around that corner before the scout loops the building and shoots you in the back?
I am part shovel, part man, full scout, and a little bit special.
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Matticus Monk
Ordus Trismegistus
1329
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Posted - 2014.02.26 23:19:00 -
[10567] - Quote
Django Quik wrote:I'm thinking about the shotgun, as I tend to every now and again. I love my scrambler pistol/SMG combo but I'm worried that in 1.8 I won't be able to kill heavies with them at all, even with a 5 second jump on them because I'll have to reload/switch weapon before I'm able to finish them off. I can't reliably get pistol headshots enough of the time, so my advanced breach TY-5 with 2 damage mods will only be doing around 200 base damage before taking into account sentinel resistances. If I'm going up against whichever heavies get 15%/10% resistance to lazors I'm reckoning on it taking an entire pistol clip to take them down, by which time I'm already dead because they turned around in 0.1s or their teammate did. My SMG might be alright, once I take the shields down, but we still don't know what nerf they're going to be getting - damage, I'm guessing. So the only other alpha weapon I'm realistically considering is the shotty (open to other suggestions but I outright refuse to go rifles). So, those in the know (mathppia I'm looking at you [:blink:]), based off currently available stats and the assumption that the shotgun stays as is in 1.8, will SGs be viable to take down heavies in 1.8? Which heavies get bonuses against plasma weapons? Actually, while we're doing this, which ones get bonuses against lazors? Theoretically, how much tank will those heavies be able to fit and so how many shotgun blasts will they be able to take if I land full damage every time? [wow, this a pretty tech heavy post ]
Nice post. You and I are in the exact same boat, except I have yet to really skill into the SMG.
The only other option I was thinking of which doesn't involve a rifle was just sticking with the current dual sidearms and going with flux for shields, and boom-booms for the armor. With two EQ slots I can equip remotes and nanohives to replenish them.
Maybe some of the new sidearms will fit the bill. They seem impressive (with the exception of the ION pistol).
I really hate weird firing mechanisms though, like having to spool up prior to shooting, or needing to charge shots. Just full-auto rapid fire, and semi auto burst or single shot. It's just so much more controllable to me.
Double posting like a Kaiser.
(Homage to Ghost Kaiser's impeccable forum etiquette)
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mollerz
Minja Scouts
2437
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Posted - 2014.02.26 23:49:00 -
[10568] - Quote
Spademan wrote:mollerz wrote:This talk of heavies getting beefed up... Are Nova Knives going to be inadvertently nerfed because of this? I was just wondering if anyone ran any numbers. I would be very sad if Ish Noks became defacto basic knives. Well, seeing as noki's (still not catching on? shame) have their own special damage profile, they wouldn't be afected by any resistances, so they might be a very effective heavy killer. Unless raw damage is lacking.
Well, I was thinking in terms of raw damage.
You gotta hustle if you wanna make a dolla
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Patrick57
5504
|
Posted - 2014.02.26 23:50:00 -
[10569] - Quote
Spademan wrote:So, you're saying people wouldn't care if their 3.5m/s moving heavy was brought down to 2m/s? (I just pulled those numbers out of thin air, but that first one seems familiar.)
What if standing in the same spot isn't viable when say, trying to get out of sniper fire, or trying to get around that corner before the scout loops the building and shoots you in the back?
B-b-but.....they have 25% resistance in some cases...
I go negative in PC, yay
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icdedppul
PFB Pink Fluffy Bunnies
72
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Posted - 2014.02.27 00:21:00 -
[10570] - Quote
more of a concern is are they dropping the invisible +10% damage to all weapons
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Llast 326
An Arkhos
2114
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Posted - 2014.02.27 00:40:00 -
[10571] - Quote
icdedppul wrote:more of a concern is are they dropping the invisible +10% damage to all weapons
What I have gathered from the various Dev comment (I like intel) is that they were individually assessing weapons for damage balanceGǪ Not necessarily dropping all weapons the 10%
Theoretical assessment of implied language
Alpha damage and support weapons are not dropping in damage and some are receiving an increase (Mass Driver pretty much confirmed)
Rifles are getting a dropped in damage (RR, CR, but not sure about ScR likely, but no idea on the Plasma Rifle)
AV has only been mentioned as "aware of vehicle issues" type comments
None of this is Hard Intel
KRRROOOOOOM
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Patrick57
5505
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Posted - 2014.02.27 01:11:00 -
[10572] - Quote
Llast 326 wrote:What I have gathered from the various Dev comment (I like intel) is that they were individually assessing weapons for damage balanceGǪ Not necessarily dropping all weapons the 10%
Theoretical assessment of implied language
Alpha damage and support weapons are not dropping in damage and some are receiving an increase (Mass Driver pretty much confirmed)
Rifles are getting a dropped in damage (RR, CR, but not sure about ScR likely, but no idea on the Plasma Rifle)
AV has only been mentioned as "aware of vehicle issues" type comments
None of this is Hard Intel
About the Mass Driver- it was confirmed. I'll try to look for the post where CCP Someone confirmed it.
Also, there won't necessarily be damage nerfs for all the rifles, but it is very likely that the Rail Rifle will be getting a damage nerf. All the rest could be getting indirect nerfs (Scrambler in CQC, (My Caldari Scout will rejoice!) although it's not confirmed, CR will probably get the damage nerf, or maybe more recoil ), but nothing specific yet.
I like intel too =]
edit: Found it. edit #2: Dammit, links aren't working properly anymore :( It's post number 16
I go negative in PC, yay
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Appia Vibbia
Ancient Exiles. Renegade Alliance
1339
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Posted - 2014.02.27 01:39:00 -
[10573] - Quote
Django Quik wrote:I'm thinking about the shotgun, as I tend to every now and again. I love my scrambler pistol/SMG combo but I'm worried that in 1.8 I won't be able to kill heavies with them at all, even with a 5 second jump on them because I'll have to reload/switch weapon before I'm able to finish them off. I can't reliably get pistol headshots enough of the time, so my advanced breach TY-5 with 2 damage mods will only be doing around 200 base damage before taking into account sentinel resistances. If I'm going up against whichever heavies get 15%/10% resistance to lazors I'm reckoning on it taking an entire pistol clip to take them down, by which time I'm already dead because they turned around in 0.1s or their teammate did. My SMG might be alright, once I take the shields down, but we still don't know what nerf they're going to be getting - damage, I'm guessing. So the only other alpha weapon I'm realistically considering is the shotty (open to other suggestions but I outright refuse to go rifles). So, those in the know (mathppia I'm looking at you [:blink:]), based off currently available stats and the assumption that the shotgun stays as is in 1.8, will SGs be viable to take down heavies in 1.8? Which heavies get bonuses against plasma weapons? Actually, while we're doing this, which ones get bonuses against lazors? Theoretically, how much tank will those heavies be able to fit and so how many shotgun blasts will they be able to take if I land full damage every time? [wow, this a pretty tech heavy post ]
Minmatar has 15% to laser and 10% to blaster Caldari has 15% to blaster and 10% to laser
I'm not a big fan of the breach pistols. I certainly had the utmost love for them in chrome, but the now comparatively lower fraction of suit health they take away per shot plus the slow rate of fire just isn't worth it to me. Certainly with proficiency the TY-5 does 150+ damage a shot but it really isn't viable against tanked ADV suits or any proto suit.
One downfall of the shotgun is that it doesn't have the killing power to stop someone from turning around and blasting you in the face. If the shotgun stays as is, this really won't be any better, however the amount of HP you need to tank will be reduced (hopefully) because of the reduction to rifle damage. (which means more EWAR or damage mods or biotics )
The damage profile reduction for shotguns wont be that significant for shotguns, mostly because those two will be low HP.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com (checked every Monday/Wednesday/Friday)
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Ninja Troll
DUST University Ivy League
42
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Posted - 2014.02.27 01:57:00 -
[10574] - Quote
Matticus Monk wrote:I really hate weird firing mechanisms though, like having to spool up prior to shooting, or needing to charge shots. Just full-auto rapid fire, and semi auto burst or single shot. It's just so much more controllable to me.
Yeah this is why I prefer the CR over the RR. Although I plan on trying the Magsec SMG with my SG.
Brokerib wrote:Just to clarify on this. Nos Nothi is not a corp in the normal sense. There is no specific hierarchy, and we don't run corp operations (though that may happen at some stage), and there's no tax rate. It was setup purely to allow us to have a walled garden in the forums for scout-crafting and communications that aren't overly moderated. Which is also the reason that most of us setup a forum alt to join.
There's a Nos Nothi specific channel in game which can be used for grouping (details are on the Nos Nothi forum), but you can join with any of your toons. It more compliments 'Scouts United' than forms it's own channel, but is good if you're looking for a scout specific group. Thanks for answering my questions.
Adv Scout with SG. I enjoy killing Heavies, Snipers, and Scanemies.
RE theme song: youtube.com/watch?v=010KyIQjkTk
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4700
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Posted - 2014.02.27 02:43:00 -
[10575] - Quote
Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Scout Registry
Nos Nothi
1350
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Posted - 2014.02.27 03:22:00 -
[10576] - Quote
Sinboto Simmons wrote:Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training.
In his defense, there was alot of ridiculous sh*t said in GD today ...
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4703
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Posted - 2014.02.27 03:27:00 -
[10577] - Quote
Scout Registry wrote:Sinboto Simmons wrote:Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training. In his defense, there was alot of ridiculous sh*t said in GD today ... Fair enough, I'll give em that.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Llast 326
An Arkhos
2117
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Posted - 2014.02.27 03:32:00 -
[10578] - Quote
Scout Registry wrote:Sinboto Simmons wrote:Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training. In his defense, there was alot of ridiculous sh*t said in GD today ... Everyday
KRRROOOOOOM
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IgniteableAura
Pro Hic Immortalis
626
|
Posted - 2014.02.27 05:56:00 -
[10579] - Quote
Llast 326 wrote:Scout Registry wrote:Sinboto Simmons wrote:Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training. In his defense, there was alot of ridiculous sh*t said in GD today ... Everyday True story...
I just want 1.8 already....
Anyone get theif? I loved the original not sure if the new one is any better
PHI Recruitment
or PHIsh Tank in game
Youtube
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Django Quik
Dust2Dust.
2291
|
Posted - 2014.02.27 08:18:00 -
[10580] - Quote
Matticus Monk wrote:The only other option I was thinking of which doesn't involve a rifle was just sticking with the current dual sidearms and going with flux for shields, and boom-booms for the armor. With two EQ slots I can equip remotes and nanohives to replenish them. Your problem there is that ALL heavies get decent resistance to explosive damage. I'm reckoning that you won't even be able to objective remote them because they'll just shrug off the damage! Flaylocks, mass drivers, even grenades will be pretty much useless against any heavies and probably our beloved REs too :(
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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King of Ghosts
Nos Nothi
249
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Posted - 2014.02.27 08:26:00 -
[10581] - Quote
Django Quik wrote:Matticus Monk wrote:The only other option I was thinking of which doesn't involve a rifle was just sticking with the current dual sidearms and going with flux for shields, and boom-booms for the armor. With two EQ slots I can equip remotes and nanohives to replenish them. Your problem there is that ALL heavies get decent resistance to explosive damage. I'm reckoning that you won't even be able to objective remote them because they'll just shrug off the damage! Flaylocks, mass drivers, even grenades will be pretty much useless against any heavies and probably our beloved REs too :(
Please note: They only get SPLASH resistance.
A breach MD will rip through a heavy no problem, as will a "Hopefully" buffed direct flaylock.
Remotes and Grenades are done for though. My advice is to run Fluxes combined with direct damage explosives to crack heavies wide open.
I am most definitely, maybe, probably, possibly, PERHAPS, Ghost Kaisar.
Nos Nothi Moderator: Call me if you need me.
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Eric Del Carlo
0uter.Heaven
50
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Posted - 2014.02.27 08:39:00 -
[10582] - Quote
Appia Vibbia wrote:Django Quik wrote:I'm thinking about the shotgun, as I tend to every now and again. I love my scrambler pistol/SMG combo but I'm worried that in 1.8 I won't be able to kill heavies with them at all, even with a 5 second jump on them because I'll have to reload/switch weapon before I'm able to finish them off. I can't reliably get pistol headshots enough of the time, so my advanced breach TY-5 with 2 damage mods will only be doing around 200 base damage before taking into account sentinel resistances. If I'm going up against whichever heavies get 15%/10% resistance to lazors I'm reckoning on it taking an entire pistol clip to take them down, by which time I'm already dead because they turned around in 0.1s or their teammate did. My SMG might be alright, once I take the shields down, but we still don't know what nerf they're going to be getting - damage, I'm guessing. So the only other alpha weapon I'm realistically considering is the shotty (open to other suggestions but I outright refuse to go rifles). So, those in the know (mathppia I'm looking at you [:blink:]), based off currently available stats and the assumption that the shotgun stays as is in 1.8, will SGs be viable to take down heavies in 1.8? Which heavies get bonuses against plasma weapons? Actually, while we're doing this, which ones get bonuses against lazors? Theoretically, how much tank will those heavies be able to fit and so how many shotgun blasts will they be able to take if I land full damage every time? [wow, this a pretty tech heavy post ] Minmatar has 15% to laser and 10% to blaster Caldari has 15% to blaster and 10% to laser I'm not a big fan of the breach pistols. I certainly had the utmost love for them in chrome, but the now comparatively lower fraction of suit health they take away per shot plus the slow rate of fire just isn't worth it to me. Certainly with proficiency the TY-5 does 150+ damage a shot but it really isn't viable against tanked ADV suits or any proto suit. One downfall of the shotgun is that it doesn't have the killing power to stop someone from turning around and blasting you in the face. If the shotgun stays as is, this really won't be any better, however the amount of HP you need to tank will be reduced (hopefully) because of the reduction to rifle damage. (which means more EWAR or damage mods or biotics ) The damage profile reduction for shotguns wont be that significant for shotguns, mostly because those two will be low HP. Sorry if I misread, but they're going to actually lower shotgun damage in 1.8? In no way does the shotgun deserve a nerf for the kind of damage it puts out, even if almost everyone stops brick tanking, that doesn't justify the shotgun getting lower damge imho. Add on the fact it's effective range is 4 meters, I might as well use knives at that point. ( I do love knives though, but I wan't my damn shotgun fixed too)
-_-
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Brokerib
Lone Wolves Club
630
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Posted - 2014.02.27 09:14:00 -
[10583] - Quote
IgniteableAura wrote:Llast 326 wrote:Scout Registry wrote:Sinboto Simmons wrote:Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training. In his defense, there was alot of ridiculous sh*t said in GD today ... Everyday True story... I just want 1.8 already.... Anyone get theif? I loved the original not sure if the new one is any better I'd been following the development for a couple of years, but I haven't picked it up. I don't want to taint my memories of the original series.
Considering how hardcore the modding community for Thief is, will probably be better off picking it up in a year for cheap and downloading fan patches and missions to get the real feel.
Knowledge is power
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Django Quik
Dust2Dust.
2292
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Posted - 2014.02.27 12:47:00 -
[10584] - Quote
Eric Del Carlo wrote:Appia Vibbia wrote:Django Quik wrote:I'm thinking about the shotgun, as I tend to every now and again. I love my scrambler pistol/SMG combo but I'm worried that in 1.8 I won't be able to kill heavies with them at all, even with a 5 second jump on them because I'll have to reload/switch weapon before I'm able to finish them off. I can't reliably get pistol headshots enough of the time, so my advanced breach TY-5 with 2 damage mods will only be doing around 200 base damage before taking into account sentinel resistances. If I'm going up against whichever heavies get 15%/10% resistance to lazors I'm reckoning on it taking an entire pistol clip to take them down, by which time I'm already dead because they turned around in 0.1s or their teammate did. My SMG might be alright, once I take the shields down, but we still don't know what nerf they're going to be getting - damage, I'm guessing. So the only other alpha weapon I'm realistically considering is the shotty (open to other suggestions but I outright refuse to go rifles). So, those in the know (mathppia I'm looking at you [:blink:]), based off currently available stats and the assumption that the shotgun stays as is in 1.8, will SGs be viable to take down heavies in 1.8? Which heavies get bonuses against plasma weapons? Actually, while we're doing this, which ones get bonuses against lazors? Theoretically, how much tank will those heavies be able to fit and so how many shotgun blasts will they be able to take if I land full damage every time? [wow, this a pretty tech heavy post ] Minmatar has 15% to laser and 10% to blaster Caldari has 15% to blaster and 10% to laser I'm not a big fan of the breach pistols. I certainly had the utmost love for them in chrome, but the now comparatively lower fraction of suit health they take away per shot plus the slow rate of fire just isn't worth it to me. Certainly with proficiency the TY-5 does 150+ damage a shot but it really isn't viable against tanked ADV suits or any proto suit. One downfall of the shotgun is that it doesn't have the killing power to stop someone from turning around and blasting you in the face. If the shotgun stays as is, this really won't be any better, however the amount of HP you need to tank will be reduced (hopefully) because of the reduction to rifle damage. (which means more EWAR or damage mods or biotics ) The damage profile reduction for shotguns wont be that significant for shotguns, mostly because those two will be low HP. Sorry if I misread, but they're going to actually lower shotgun damage in 1.8? In no way does the shotgun deserve a nerf for the kind of damage it puts out, even if almost everyone stops brick tanking, that doesn't justify the shotgun getting lower damge imho. Add on the fact it's effective range is 4 meters, I might as well use knives at that point. ( I do love knives though, but I wan't my damn shotgun fixed too) I think you've misread.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Yan Darn
Forsaken Immortals Top Men.
281
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Posted - 2014.02.27 13:03:00 -
[10585] - Quote
Django Quik wrote:I'm thinking about the shotgun, as I tend to every now and again. I love my scrambler pistol/SMG combo but I'm worried that in 1.8 I won't be able to kill heavies with them at all, even with a 5 second jump on them because I'll have to reload/switch weapon before I'm able to finish them off. I can't reliably get pistol headshots enough of the time, so my advanced breach TY-5 with 2 damage mods will only be doing around 200 base damage before taking into account sentinel resistances. If I'm going up against whichever heavies get 15%/10% resistance to lazors I'm reckoning on it taking an entire pistol clip to take them down, by which time I'm already dead because they turned around in 0.1s or their teammate did. My SMG might be alright, once I take the shields down, but we still don't know what nerf they're going to be getting - damage, I'm guessing. So the only other alpha weapon I'm realistically considering is the shotty (open to other suggestions but I outright refuse to go rifles). So, those in the know (mathppia I'm looking at you [:blink:]), based off currently available stats and the assumption that the shotgun stays as is in 1.8, will SGs be viable to take down heavies in 1.8? Which heavies get bonuses against plasma weapons? Actually, while we're doing this, which ones get bonuses against lazors? Theoretically, how much tank will those heavies be able to fit and so how many shotgun blasts will they be able to take if I land full damage every time? [wow, this a pretty tech heavy post ]
Pretty much the same boat as well - I have prof 2/SS 2 in ARs and SMGs, recently got ScP to prof 1 but only have shotguns at OPs1.
Skilled into AR because I had a Toxin and at the time it was the only rifle and I was looking for versatility. Since the nerf, and since I've finally got enough SP in various supporting skills - the OHK/high alpha type weapons are more favourable to make the most of flanks/ambushes. However with damage and resistance changes etc, about the only the only thing I feel I'll b comfortable trying to ambush is a Caladri Heavy - and scouts I guess.
If I can't kill something with three full blasts from a STD shotgun and a complex damage mod (one day I'll have points in weapon upgrades...then with REs out of the picture for heavies as well, solo defending objectives is gonna be a pain...I might have to start using something other than my Valour of I want to keep KDR goin up...
Been using the assault ScPs mainly for the range and ammo...if the breach isn't going to cut it, actually killing people could be a problem - maybe they'll buff the breach shotgun at least...
You probably don't know me. But next time you get gunned down or exploded by a Valor scout...check the name.
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Krom Ganesh
Nos Nothi
1436
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Posted - 2014.02.27 13:20:00 -
[10586] - Quote
IgniteableAura wrote:Anyone get theif? I loved the original not sure if the new one is any better
Got it a few days ago for the PS4. I haven't played any of the previous ones, though.
The actual gameplay is very good and interesting (plus the "swoosh" or whatever they call the sneaky dash is fun as hell).
However, I have a couple of grievances.
First off, the layout of the city is... bad (It's fine in the mission specific areas). You hit a loading screen ever 30 or so seconds. There aren't very many options for traversing the "open world" city other than slinking from shadow to shadow on the street level. I can't count how many times I've climbed a series of boxes to find out that it goes no where. I used a rope arrow to get into a room through an open trapdoor and was rewarded with a dead-end and some bauble worth 10 or so gold.
Second, the story so far has been a mess. Tragedy occurs to you and a friend, you wake up a year later, decide to find out what happened to said friend, and... then go do something completely different for at least the next four story missions. You break a guy out of a jail that is falling apart only to leave him on his own as soon as you open his cell.
Another (minor) annoyance is that birds noticing you automatically counts as a detection... even if every human has already been dealt with. Makes some of the side challenges during missions annoying.
It's a fun game. Would I have bought it now had I known what I know now? Probably not. I would have waited till it dropped to at least $30. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
813
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Posted - 2014.02.27 15:11:00 -
[10587] - Quote
Django Quik wrote:I'm thinking about the shotgun, as I tend to every now and again. I love my scrambler pistol/SMG combo but I'm worried that in 1.8 I won't be able to kill heavies with them at all, even with a 5 second jump on them because I'll have to reload/switch weapon before I'm able to finish them off. I can't reliably get pistol headshots enough of the time, so my advanced breach TY-5 with 2 damage mods will only be doing around 200 base damage before taking into account sentinel resistances. If I'm going up against whichever heavies get 15%/10% resistance to lazors I'm reckoning on it taking an entire pistol clip to take them down, by which time I'm already dead because they turned around in 0.1s or their teammate did. My SMG might be alright, once I take the shields down, but we still don't know what nerf they're going to be getting - damage, I'm guessing. So the only other alpha weapon I'm realistically considering is the shotty (open to other suggestions but I outright refuse to go rifles). So, those in the know (mathppia I'm looking at you [:blink:]), based off currently available stats and the assumption that the shotgun stays as is in 1.8, will SGs be viable to take down heavies in 1.8? Which heavies get bonuses against plasma weapons? Actually, while we're doing this, which ones get bonuses against lazors? Theoretically, how much tank will those heavies be able to fit and so how many shotgun blasts will they be able to take if I land full damage every time? [wow, this a pretty tech heavy post ]
Blasters typically do -10% to shields and +10% to armor. Caldari get +3%/level blaster protection to their shields. Minmatar get +2%/level blaster protection to their armor. This gives two interesting blaster situations. For Cal, because shields are typically 10% weak to blasters, a full Sentinel actually gets 5% damage reduction for shields in addition to the normal 10% reduction to armor, such that blasters will ALWAYS do reduced damage to Cal Sents regardless of their tank type. For Min, because Armor already has a natural blaster resistance you end up with +10% shield and -20% armor. Shooting Min Sentinel armor will be the least amount of damage you ever do.
The funny thing is when you play this out, neither of these situations matters to the shotgun. IGÇÖm going to assume a theoretically max tanked PRO/COMPLEX sentinel for each race. Without going into the math you get this:
- Cal = 717.8 S / 461.0 A
- Gal = 385.1 S / 945.5 A
- Min = 520.2 S / 622.0 A
- Am = 322.6 S / 1008.0 A
Now I am going to assume a CreoDron Shotgun, 39.6 dmg per pellet. No DMG mods, you get 475.2 dmg for a full hit inside optimal range. Each Sentinel will die on your third shot. The Cal sentinel is the only one who will have any Shield left after your first shot.
- Cal = 1st 266.4/461.0, 2nd 0/294.4, 3rd 0/-133
- Gal = 1st 0/824.3, 2nd 0/396.7, 3rd 0/-31
- Min = 1st 0/620.0, 2nd 0/239.8, 3rd 0/-140.3
- Am = 1st 0/827.9, 2nd 0/400.2, 3rd 0/-27.5
So, the Armor Sents (Amarr and Gal) are the most likely to survive your onslaught, as you only overkill them by about 30 dmg each (less than 1 pellet). If you sideswipe either of those two, you will need a 4th shot at least. Cal and Min are actually the more forgiving kills, despite both getting a race bonus to blasters. It just shows that the natural tank resistances are deeper than the new race resists.
Now, I repeated this process assuming CreoDron + 2x Light DMG Mods. The results for each Sentinel are actually the same: 3 shots each. What you gain with 2 DMG Mods is a massive overkill in the 200-300 damage range. Your second shot will have left them all with less than 250 armor (the Min will actually be less than 100 armor left). This just means you can be a little more cavalier with your aiming, but you still need at least 3 pulls of the trigger. If you use a Flux Grenade first, you can kill the Cal Sentinel in 2. The others donGÇÖt rely on shields enough to save you a shotgun shot.
Remember, this analysis assumes quite a few things: a completely tanked Sentinel (full COM extenders and plates), you are within range, every single pellet lands on target, and you donGÇÖt score any headshots. They arenGÇÖt invincible, but you are going to need to be careful. I bet most sentinels will be running a Heavy DMG in their highs, or Enhanced Plates to save on speed. In that case, I can easily see 2 shots as a possibility for the PRO shotgun. |
Matticus Monk
Ordus Trismegistus
1335
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Posted - 2014.02.27 16:12:00 -
[10588] - Quote
Sinboto Simmons wrote:Scout Registry wrote:Sinboto Simmons wrote:Monk completely bombed a trololol I had going, dammit man.
*Sigh*
I guess he needs training. In his defense, there was alot of ridiculous sh*t said in GD today ... Fair enough, I'll give em that.
Whoops! I didn't realize that's what you were doing, sorry bro - I thought you were taking my initial post seriously.... I am not a very good forum warrior.... in-fact, I'm pretty sure I still am using the basic forums protocol and haven't skilled up my PvP trolling specialty.
Here is the original post for those interested: Oops!
I guess heavies will be a pretty interesting challenge. Even with the splash resistance, though, a heavy with no shields standing up to a remote explosive would be pretty impressive. However, given the complexity of fluxing them and then getting a remote down and detonated prior to their shields going back up, when they already know you are around will probably make the task more given to failure than success.
Perhaps it's time to switch to the flaylock or MD, and run that as the 'secondary' when facing a heavy. Just lead with the ScP for getting rid of the shields. Or combat rifle.
Ugh. I guess there are still knives....
Double posting like a Kaiser.
(Homage to Ghost Kaiser's impeccable forum etiquette)
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Ninja Troll
DUST University Ivy League
44
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Posted - 2014.02.27 17:34:00 -
[10589] - Quote
I've decided to skim the beginning of this thread for history and tips. Just finished page 56 and should be at page 500 by the 1.8 release (April?).
Can't help but feel fortunate that I started playing DUST in mid-November. Not sure how I'd cope with the BS that you guys had to deal with.
I enjoyed the videos by Jolly and Cyrius. I learned some movement tips by watching IgniteableAura's SG montage. Plan on watching their other videos this week.
Later I'll be sending an app to Nos Nothi from my original character, Ghetto Troll. I'd like to keep this character available for Corps that do PC matches when I reach proto.
Adv Scout with SG. I enjoy killing Heavies, Snipers, and Scanemies.
RE theme song: youtube.com/watch?v=010KyIQjkTk
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noob cavman
The New Age Outlaws WINMATAR.
706
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Posted - 2014.02.27 17:37:00 -
[10590] - Quote
Watch jollys nanite injector vid. Get to see me throw some mad shapes on c
I want to be a caveman!
Ccp: DENIED YOU DRUNK
British ninja cowboy
scout, logi, heavy
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