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Thread Statistics | Show CCP posts - 178 post(s) |
Bayeth Mal
OSG Planetary Operations Covert Intervention
326
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Posted - 2014.04.29 06:37:00 -
[13741] - Quote
We (OSG) have been discussing this on our own forums and I'll post here what I said there.
Quote:Yes to gear cap matches, no to sp cap matches. It'll force players like me into only matches with AE, NS, TP... People who can afford to run proto all the time. Which means no derping around in silly builds I'm not specced for. It would encourage me to instead use alts to grind ISK and personally I'd take it as punishment for using boosters. My main would be shelved and only used for PC or when I feel like wasting ISK. Also no squadding with new recruits, as a trainer I wouldn't be able to do my job if the trainee is going 0/40 because we're being matched based on my SP. There seems to be a myth that gear level makes no difference and that it's all SP, this is patently bullshit. The effects are multipliers. Several months ago I raised the idea on the Dust forums, was shot down and the thread quickly died. https://forums.dust514.com/default.aspx?g=posts&m=1803230#post1803230In there I do some math to quantify the actual difference for some key numbers. It's old and obviously doesn't include 1.8 changes.
TL/DR I'm a merc to make ISK. If I'm forced into only matches with the PC district locking brigade I'd be better running alts until they get moved to the next level, take the ISK out, biomass them and start over again. |
Django Quik
Dust2Dust.
3047
|
Posted - 2014.04.29 07:33:00 -
[13742] - Quote
All this talk of matchmaking and I'm astounded at the lack of foresight amongst our usually pretty deep-thinking scout crowd.
SP restrictions? Gear restrictions? Oh jeez guys, come on, we can do better than that. That's to transparent and arbitrary that anyone would be able to game it and go slaughter the lesser beings.
I highly suggest you all look up ELO - it's apparently what CCP is trying to get working in Dust but the low playerbase will always be a problem. Basically, you get an invisible rank based on many factors - kills, deaths, WP, who you've won against, who you've lost against, other things. It's a little fiddly to balance the weightings of various rank components but it's a solid system.
Please let's not go down the route of ';simple' matchmaking; let's keep in mind that people will try to game whatever system you think of. Matchmaking can not be as simple as one or two rules. And finally anything that provides arbitrary segregation based on anything at all will inevitably leave some players with very few people to play with (30m SP = you can only play pubs against 5% of the population; hope you all play at the same time!)
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
3047
|
Posted - 2014.04.29 07:34:00 -
[13743] - Quote
Appia Vibbia wrote:How to make isk: Run Anti-Armor [STARTER FIT], add STD Nanohive. Shoot swarm launcher at tanks. Never get a kill, receive ludicrous amounts of WP. Profit. How on earth do you keep up with them though? I struggle even with a complex kincat! Also, How many shots does it take for you to get the damage WP? Because even with my proto swarms I usually don't get the points on the first shot or even the second a lot of the time.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
3047
|
Posted - 2014.04.29 07:41:00 -
[13744] - Quote
In other news - my previous assert that scanners are still useful was proved utterly correct last night. Played some ambush running AV with some of Smooth Assassin's corpmates and my last match had a squad of Nyan Chan/San/whatever in it. Pootling around in my fully skilled gal but no damps and suddenly YOU HAVE BEEN SCANNED !!! This happened throughout the match and at times I felt like I was even being permascanned again. It was horrendous.
We lost, even though we killed about 10 tanks that game (I only got effin assists!) as they cloned us out using a combination of sentinels and cloaked-insta-shooting-shotties and I'm guessing a gal-logi with proto/focused scanner.
You can always use those guys to prove what the state of balance in the game is and I actually take this as a good sign - they weren't all using the same suit and weapon but I didn't notice a single assault. So when assaults get there effin base stats sorted so they can tank more than a gal scout Dust514 will be the most balanced it's EVER been.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
3047
|
Posted - 2014.04.29 07:47:00 -
[13745] - Quote
And finally, to cap off my morning commute of Barbershop posts, had the following idea in another thread about passive scanning...
Scan profile should affect the distance at which you can be scanned. E.g. each db should add a meter to the range at which you can be passively scanned.
A 200db would be able to be scanned by someone with 50db precision at 150m. A 50db assault could be scanned by a 20db scout at 30m. A 35db scout would only be scannable by players with precision less than 35db, like currently.
However modules and skills would still play a part. So if you have range amps fitted or precision mods (these effectively become the same thing) and relevant skills, you can scan further.
A 35db scout might then be scannable at 10m by an ewar skilled logi running precision mods. It's not much but it's better than the current situation for non-scouts and with the right set ups, you'd be able to push your suits to the extent of being able to do what ewar you want to. (ewar mods will likely need some changes to make this possible).
What does ye all thinks?
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Llast 326
An Arkhos
2971
|
Posted - 2014.04.29 08:10:00 -
[13746] - Quote
Django Quik wrote:And finally, to cap off my morning commute of Barbershop posts, had the following idea in another thread about passive scanning...
Scan profile should affect the distance at which you can be scanned. E.g. each db should add a meter to the range at which you can be passively scanned.
A 200db would be able to be scanned by someone with 50db precision at 150m. A 50db assault could be scanned by a 20db scout at 30m. A 35db scout would only be scannable by players with precision less than 35db, like currently.
However modules and skills would still play a part. So if you have range amps fitted or precision mods (these effectively become the same thing) and relevant skills, you can scan further.
A 35db scout might then be scannable at 10m by an ewar skilled logi running precision mods. It's not much but it's better than the current situation for non-scouts and with the right set ups, you'd be able to push your suits to the extent of being able to do what ewar you want to. (ewar mods will likely need some changes to make this possible).
What does ye all thinks? It would be interesting, though as you say an overhaul of EWAR would be needed (range amps/precision enhancers) not to mention Cal Gal scout bonusesGǪ
Not sure if it would ever fly with CCP, but i do see a lot of merit here.
KRRROOOOOOM
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Llast 326
An Arkhos
2971
|
Posted - 2014.04.29 08:12:00 -
[13747] - Quote
Am I the only one who misses my SG? I just don't use it unless the other team "deserves it"
Quote: By deserves it, I mean annoy me
KRRROOOOOOM
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Bayeth Mal
OSG Planetary Operations Covert Intervention
327
|
Posted - 2014.04.29 08:21:00 -
[13748] - Quote
Django Quik wrote:All this talk of matchmaking and I'm astounded at the lack of foresight amongst our usually pretty deep-thinking scout crowd.
SP restrictions? Gear restrictions? Oh jeez guys, come on, we can do better than that. That's to transparent and arbitrary that anyone would be able to game it and go slaughter the lesser beings.
I highly suggest you all look up ELO - it's apparently what CCP is trying to get working in Dust but the low playerbase will always be a problem. Basically, you get an invisible rank based on many factors - kills, deaths, WP, who you've won against, who you've lost against, other things. It's a little fiddly to balance the weightings of various rank components but it's a solid system.
Please let's not go down the route of ';simple' matchmaking; let's keep in mind that people will try to game whatever system you think of. Matchmaking can not be as simple as one or two rules. And finally anything that provides arbitrary segregation based on anything at all will inevitably leave some players with very few people to play with (30m SP = you can only play pubs against 5% of the population; hope you all play at the same time!)
That would still have the issue of squadding with people and still get gamed. Or alternatively, "no don't invite that guy to squad, he/she is a really good player".
Also, CCP have established that when it comes to Dust anything other than what is incredibly obvious and simple will be completely broken and left that way for a year.
What I'm proposing is relatively straight forward. Each build you make has a meta level assigned to it based on whatever is the highest meta level piece of equipment (ok complex damps or kincats will also be out, oh well). If it is higher than the allowed level of the match then it is blocked in red, same as when you run out of a given build.
Obviously there will need to be an overhaul of the meta level values assigned to things (e.g. militia HAVs).
Sure in a perfect world a complex matchmaking algorithm could work. But this is CCP, Scotty has been largely absent these last few months and I don't want him to return. He smells like a burnt down hair factory.
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Krom Ganesh
Nos Nothi
1529
|
Posted - 2014.04.29 12:00:00 -
[13749] - Quote
Django Quik wrote:And finally, to cap off my morning commute of Barbershop posts, had the following idea in another thread about passive scanning...
Similar to what I said above you in that thread, but I think scan precision should represent scan precision within 20m instead of the 1m you propose.
Krom Ganesh wrote:I'd rather passive scanning worked like this:
Scan precision represents your scan precision within 20m. Outside of 20m, scan precision will increase at a certain rate until it is unable to scan anything. Scan profile remains the same. Remove scan range stat as the precision increase rate is what determines how large your effective scan range is now.
Profile dampeners work as they do now. Precision enhancers increase your scan precision and as a consequence, also increase your effective scan range. Range extenders decrease the rate at which your scan precision increases (these should offer a greater effective range boost than the precision enhancers)
No more invisible tanks for everyone and the precision/profile mechanic is more interesting. |
Django Quik
Dust2Dust.
3055
|
Posted - 2014.04.29 12:07:00 -
[13750] - Quote
Krom Ganesh wrote:Django Quik wrote:And finally, to cap off my morning commute of Barbershop posts, had the following idea in another thread about passive scanning... Similar to what I said above you in that thread, but I think scan precision should represent scan precision within 20m instead of the 1m you propose. Yeah, that's a good idea too.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
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voidfaction
Void of Faction
224
|
Posted - 2014.04.29 13:07:00 -
[13751] - Quote
Django Quik wrote:All this talk of matchmaking and I'm astounded at the lack of foresight amongst our usually pretty deep-thinking scout crowd.
SP restrictions? Gear restrictions? Oh jeez guys, come on, we can do better than that. That's to transparent and arbitrary that anyone would be able to game it and go slaughter the lesser beings.
I highly suggest you all look up ELO - it's apparently what CCP is trying to get working in Dust but the low playerbase will always be a problem. Basically, you get an invisible rank based on many factors - kills, deaths, WP, who you've won against, who you've lost against, other things. It's a little fiddly to balance the weightings of various rank components but it's a solid system.
Please let's not go down the route of ';simple' matchmaking; let's keep in mind that people will try to game whatever system you think of. Matchmaking can not be as simple as one or two rules. And finally anything that provides arbitrary segregation based on anything at all will inevitably leave some players with very few people to play with (30m SP = you can only play pubs against 5% of the population; hope you all play at the same time!)
With the small player base we have to start somewhere and work the system up to being more complex when the player base is greater. How do you get the the noobs to stay if they are protostomped into quiting? How to you get the noobs to stay if high SP players are still stomping them in STD fits? They are not staying with High SP protostomping now.
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Django Quik
Dust2Dust.
3056
|
Posted - 2014.04.29 16:21:00 -
[13752] - Quote
voidfaction wrote:Django Quik wrote:All this talk of matchmaking and I'm astounded at the lack of foresight amongst our usually pretty deep-thinking scout crowd.
SP restrictions? Gear restrictions? Oh jeez guys, come on, we can do better than that. That's to transparent and arbitrary that anyone would be able to game it and go slaughter the lesser beings.
I highly suggest you all look up ELO - it's apparently what CCP is trying to get working in Dust but the low playerbase will always be a problem. Basically, you get an invisible rank based on many factors - kills, deaths, WP, who you've won against, who you've lost against, other things. It's a little fiddly to balance the weightings of various rank components but it's a solid system.
Please let's not go down the route of ';simple' matchmaking; let's keep in mind that people will try to game whatever system you think of. Matchmaking can not be as simple as one or two rules. And finally anything that provides arbitrary segregation based on anything at all will inevitably leave some players with very few people to play with (30m SP = you can only play pubs against 5% of the population; hope you all play at the same time!) With the small player base we have to start somewhere and work the system up to being more complex when the player base is greater. How do you get the the noobs to stay if they are protostomped into quiting? How to you get the noobs to stay if high SP players are still stomping them in STD fits? They are not staying with High SP protostomping now. An ELO system could help the noobs but a segregation system serves no one, no matter how it's implemented, gear, SP or anything else. Especially with 'such a small playerbase', any further segregation will create entirely empty arenas. We already had OMS and ambush re-combined because having 4 queues was causing a detrimental split in the playerbase.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Quil Evrything
Triple Terrors
1347
|
Posted - 2014.04.29 17:38:00 -
[13753] - Quote
Django Quik wrote: Scan profile should affect the distance at which you can be scanned. E.g. each db should add a meter to the range at which you can be passively scanned. ... What does ye all thinks?
I posted that idea many many months ago. So of course I agree with it Although I think it should work like actual real-world dB attenuation, not just "meter per dB".
Also, this would mean SUPER-loud stuff like dropships and tanks, should be super-detectable. |
voidfaction
Void of Faction
224
|
Posted - 2014.04.29 18:45:00 -
[13754] - Quote
Django Quik wrote:voidfaction wrote:Django Quik wrote:All this talk of matchmaking and I'm astounded at the lack of foresight amongst our usually pretty deep-thinking scout crowd.
SP restrictions? Gear restrictions? Oh jeez guys, come on, we can do better than that. That's to transparent and arbitrary that anyone would be able to game it and go slaughter the lesser beings.
I highly suggest you all look up ELO - it's apparently what CCP is trying to get working in Dust but the low playerbase will always be a problem. Basically, you get an invisible rank based on many factors - kills, deaths, WP, who you've won against, who you've lost against, other things. It's a little fiddly to balance the weightings of various rank components but it's a solid system.
Please let's not go down the route of ';simple' matchmaking; let's keep in mind that people will try to game whatever system you think of. Matchmaking can not be as simple as one or two rules. And finally anything that provides arbitrary segregation based on anything at all will inevitably leave some players with very few people to play with (30m SP = you can only play pubs against 5% of the population; hope you all play at the same time!) With the small player base we have to start somewhere and work the system up to being more complex when the player base is greater. How do you get the the noobs to stay if they are protostomped into quiting? How to you get the noobs to stay if high SP players are still stomping them in STD fits? They are not staying with High SP protostomping now. An ELO system could help the noobs but a segregation system serves no one, no matter how it's implemented, gear, SP or anything else. Especially with 'such a small playerbase', any further segregation will create entirely empty arenas. We already had OMS and ambush re-combined because having 4 queues was causing a detrimental split in the playerbase.
I will admit that sounds a lot better but I would think SP would be one of those ranking factors. I don't think it should be a hard cap SP matchmaking system just one that don't put all noobs vs vets. I'm sure that is what Scotty is supposed to be doing now but doesn't filter out for those Qsyncing to the same team. It appears like Scotty fills one side with all squads first then finishes filling with whats left over then fills the other side with solo and scraps. |
Daxxis KANNAH
Distinct Covert Initiative
686
|
Posted - 2014.04.29 21:28:00 -
[13755] - Quote
Quil Evrything wrote:Django Quik wrote: Scan profile should affect the distance at which you can be scanned. E.g. each db should add a meter to the range at which you can be passively scanned. ... What does ye all thinks?
I posted that idea many many months ago. So of course I agree with it Although I think it should work like actual real-world dB attenuation, not just "meter per dB". Also, this would mean SUPER-loud stuff like dropships and tanks, should be super-detectable.
If only.... my frustration level would drop considerably
In your blind spot
CPM, Remnant, Wolfman - Respect
~
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Matticus Monk
Ordus Trismegistus
1785
|
Posted - 2014.04.29 22:07:00 -
[13756] - Quote
"Bro.... seriously? Did you just get snuck up on by a tank? What kind of lame-o scout are you?"
"IT WAS A STEALTHY TANK BRO!"
Double posting like a Kaiser.
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Yan Darn
Science For Death
725
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Posted - 2014.04.29 22:29:00 -
[13757] - Quote
@ Django - I made a very similar post to this in the ideas thread (innocent times - before tac net changes and 10m passie scans).
Something like this is needed instead of this X Damps to beat Y scans nonsense.
Side Topic: 'AV Scout' - a thing? Cause my STD Swarm/Packed AV has been getting me Kills and WP (I 'shoo' vehicles away a lot).
The Ghost of Bravo
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1437
|
Posted - 2014.04.29 22:33:00 -
[13758] - Quote
Yan Darn wrote: Side Topic: 'AV Scout' - a thing? Cause my STD Swarm/Packed AV has been getting me Kills and WP (I 'shoo' vehicles away a lot).
I've found the scout suit to be decent at it, Adv swarms, av 'nades, 2 sets of proxies can damage vehicles. Even kill if you trigger all at the same time.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Llast 326
An Arkhos
2980
|
Posted - 2014.04.29 23:06:00 -
[13759] - Quote
Spademan wrote:Yan Darn wrote: Side Topic: 'AV Scout' - a thing? Cause my STD Swarm/Packed AV has been getting me Kills and WP (I 'shoo' vehicles away a lot).
I've found the scout suit to be decent at it, Adv swarms, av 'nades, 2 sets of proxies can damage vehicles. Even kill if you trigger all at the same time. Find RE and cloak to be the single most effective AV against HAVs and LAVs, Swarms and PLC for ADS and DS. My Gal Dedicated AV fit is PLC (Arial suppression) AV Nades (boost damage vs HAV, and LAV damage) RE (HAV, and Matadoring LAVs)
Min Dedicated AV (same reasons essentially but different gear) Swarms AV Nades RE
Thinking I may put Proxies in my second EQ slot just to round it out.
I find that if I set Proxies in certain areas ( near Objectives mostly) people tend to roll up to the same paces, then I get the occasional WP boost and a few +50s randomly letting me know if someone is going for an Objective. Place them a hood length away from the wall, LAVs zip in so fast they don't get the warning and BOOM
That spot where the CRU used to be in the small sockets, or the door lot in the "parking lot" at B on Fractured Road are prime places for accidental kills and bonus WP
KRRROOOOOOM
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Yan Darn
Science For Death
725
|
Posted - 2014.04.30 00:06:00 -
[13760] - Quote
@ Llast - Strictly speaking, REs+Flux are probably the thing I kill most HAVs with too (those 2 together make a fit so versatile...), however, too often I can miss a single RE (for no real reason sometimes...) and then I'm out of options really.
I'm thinking a full AV fit, takin advantage of a complex Kin Cat and cloak (Damp and extender too)I can expect to get into a position to just spam swarms and AV grenades at close/mid range before the tank can react - the range also means I can keep up the pressure, or kill tanks fleeing other threats. Actually, typing that, I've realised I do the same thing with infantry (with my scout, they may as well be tanks too...).
Solo, Blaster Tanks/Dropships I have to just harass and keep occupied (with STD gear at least they rep too fast to finish). I'm starting to think if I had just another scout in a similar STD fit, we could cleanse the field of heavy armour.
The Ghost of Bravo
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Brokerib
Lone Wolves Club
1090
|
Posted - 2014.04.30 01:59:00 -
[13761] - Quote
I've got a straight AV fit, for when there are numerous vehicles on the field and my standard bomber setup won't cut it.
Similar to your fit but no cloak, I take REs and a nano hive instead. Concealment normally isn't an issue, but ammo is for the Swarms, REs and grenades. And ScP now that I think about it...
If I've got the right terrain to work with I can keep 2 or 3 tanks occupied looking for me, but rarely get any kills from it.
Knowledge is power
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Llast 326
An Arkhos
2982
|
Posted - 2014.04.30 02:19:00 -
[13762] - Quote
Yan Darn wrote:@ Llast - Strictly speaking, REs+Flux are probably the thing I kill most HAVs with too (those 2 together make a fit so versatile...), however, too often I can miss a single RE (for no real reason sometimes...) and then I'm out of options really.
I'm thinking a full AV fit, takin advantage of a complex Kin Cat and cloak (Damp and extender too)I can expect to get into a position to just spam swarms and AV grenades at close/mid range before the tank can react - the range also means I can keep up the pressure, or kill tanks fleeing other threats. Actually, typing that, I've realised I do the same thing with infantry (with my scout, they may as well be tanks too...).
Solo, Blaster Tanks/Dropships I have to just harass and keep occupied (with STD gear at least they rep too fast to finish). I'm starting to think if I had just another scout in a similar STD fit, we could cleanse the field of heavy armour.
EDIT: You've just reminded me to skill demolitions. RE Flux is virtually all of my suits, It's an art for me and the cloak has only made it easier to get HAVs I have few problems dropping a few HAVs a night and LAVs are easy pickings. The above fits come out when an ADS is camping an area, or being problematic, or when the vehicle spam hits overload.
Get that Demo up, it really helps because it counts for explosives and Grenade slot two to three times the savings depending on the fit
KRRROOOOOOM
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Llast 326
An Arkhos
2982
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Posted - 2014.04.30 02:29:00 -
[13763] - Quote
Brokerib wrote:I've got a straight AV fit, for when there are numerous vehicles on the field and my standard bomber setup won't cut it.
Similar to your fit but no cloak, I take REs and a nano hive instead. Concealment normally isn't an issue, but ammo is for the Swarms, REs and grenades. And ScP now that I think about it...
If I've got the right terrain to work with I can keep 2 or 3 tanks occupied looking for me, but rarely get any kills from it. Tanks tend to come back even if you kill them, just the RE Flux situation will take care of enough to be useful though. ADS pilots is where i need the Light Slot AV (though I have gotten a couple ADS with the Flaylock, it was more luck at them crashing through overcompensation) Fortunately they tend to hide at the slightest hint of resistance, also once people see an ADS take infantry damage they clamour to get the kill shot, so the Swarms come out everywhere
KRRROOOOOOM
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Bayeth Mal
OSG Planetary Operations Covert Intervention
329
|
Posted - 2014.04.30 05:44:00 -
[13764] - Quote
Hmm I've noticed swarms seem to be making a come back. Are they working better now? Forging is usually my go to AV for the extra ability to blap anyone silly enough to pause for a split second.
Might try a swarm scout for a bit. Clack, kincats and just race around. Might need 2 of us. |
One Eyed King
Land of the BIind
1203
|
Posted - 2014.04.30 05:48:00 -
[13765] - Quote
I think swarms are making the comeback because you can be rewarded if you do enough damage to LAVs and HAVs, so you can gain WP even if you don't take anything down.
Looking for the scout hangout?
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Django Quik
Dust2Dust.
3068
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Posted - 2014.04.30 07:27:00 -
[13766] - Quote
LAVs really peeve me off because it takes 3 proto swarms to kill them! That's ridiculous. At absolute most it should take 2 proto salvos without any damage mods, even for the shield based LAVs. Same for AV nades, since we were relegated to 2.
I never carry cloak for my AV fits because I want REs and the ability to resupply myself since hives and supply depots are never in convenient places. But thinking about it, when I'm swarming I rarely actually use the REs, so may be worth it to drop them for the cloak, so I can reposition more safely.
Though, I am of course a little addicted to REs...
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Yan Darn
Science For Death
729
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Posted - 2014.04.30 07:56:00 -
[13767] - Quote
@ King - that is pretty much the case, before 1.8 I could spend all match swarming away HAVs/DS, but I'd never really kill them, I'd have min WP and just less ISK, than if I went RE/FLux and just took out HAVs/LAVs opportunistically.
With the recent nerfs and WP rewards, I get something for the effort and its more likely I might actually kill something, and that means more people are bringing in some kind of AV, which I turn makes it even easier to kill things - I don't mind too much when MLT swarm 'steals' my kill
I do feel a lot Pilots are very aware of the threat of scouts with REs now - they don't seem to stay still as much and more likely to react to the 'beep' of doom (lol @ activating hardeners when I missed my RE anyway).
@ Django/Brokerib - I did try RE/Hives (when we found out we were getting two slots, who didn't consider this combo in general?) I found the same issue as Django - the positioning/range for swarming and REing don't mesh for me - its like using a Sniper/NKs I guess.
Personally I find avoiding infantry a big concern (there is only so much my Toxin SMG and basic shield extender can take...), and swarms are obviously "noticeable". Positioning seems to be everything - picking a point where infantry and vehicles can't retaliate against easily/easier to run away from while I quickly 'dump my load' seems to be best for now.
The Ghost of Bravo
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Bayeth Mal
OSG Planetary Operations Covert Intervention
330
|
Posted - 2014.04.30 08:03:00 -
[13768] - Quote
RE's were practically a primary for me for a while.
The clack (are we not calling it that anymore?) is for evading infantry and vehicles who might follow the trail looking for an easy kill. Will need a decent side arm as well. Probably go with SMG.
Pre 1.7 my AV fit was a LAV and forge doing a similar thing of chasing vehicles all over the map. But now thats too visible.
That WP thing is interesting. I wonder how much you can make a match just doing that. |
Brokerib
Lone Wolves Club
1095
|
Posted - 2014.04.30 09:18:00 -
[13769] - Quote
@Yan I find the REs and swarm work together quite well. Alot of tankers seem to be very attuned to the sound of REs these days (can't imagine why...), so I'm lucky if i manage to get more than one attached. Once they notice me and start running i can hit them with an AV grenade and start swarming. Then when they're out of range i can set off the REs from any distance.
Like i mentioned, haven't been scoring many kills, but sure keeps them running for a while!
Knowledge is power
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Appia Vibbia
Molon Labe. General Tso's Alliance
2251
|
Posted - 2014.04.30 13:39:00 -
[13770] - Quote
Bayeth Mal wrote:RE's were practically a primary for me for a while.
The clack (are we not calling it that anymore?) is for evading infantry and vehicles who might follow the trail looking for an easy kill. Will need a decent side arm as well. Probably go with SMG.
Pre 1.7 my AV fit was a LAV and forge doing a similar thing of chasing vehicles all over the map. But now thats too visible.
That WP thing is interesting. I wonder how much you can make a match just doing that.
Spent a whole skirmish map shooting a Maddy with 2 reps 1 hardener. Each clip gave me 75 WPs. Had proto nanhives. went 2 kills 3 deaths. The kills were from an LAV. The deaths were because a Large Blaster Turret has longer range than Swarm Launcher. Got over 5k WPs Even with rapid reload lvl 3 and using my commando suit, the shields on the Madrugar were back up to full by the time I finished reloading, locked on, and launched the next volley.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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