Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 300 400 500 600 700 800 900 1000 1100 1200 1300 1400 1500 1600 1700 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 178 post(s) |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
912
|
Posted - 2014.06.17 19:25:00 -
[15661] - Quote
@ Llast & Adipem Nothi
Good feedback. It seems Armour tanking Sentinels (mainly Gallente) are the toughest to crack with "scout" weapons. Though, mobility of heavies may play more of a factor than I had thought.
Anyway, I have an inkling the resistances that the Sentinels have exacerbate the problems many, but that may be a bit off-topic.
On movement: Would making Kinetic Catalyzers affect movement (walk) speed be a bad idea? I think I recall that it was that way in the past, and caused problems. I can't help but feel that there ought to be a way to increase walk speed, though, perhaps with a new module.
It would possibly help knives, and maybe lessen the effects of backpedaling out of shotgun range. Being able to strafe faster would most assuredly make it harder for me to track scouts in CQC when they land the first blow...
Anyway, I don't know how else to address problems specifically with armour sentinels (being able to best shotgun scouts that get the jump on them) besides: Nerf armour plate HP; Make rotational speed and plates interact; and Armour destroying SG variant.
Only two of those seem like they would even be considered by Rattati... But they may not be enough.
I am a minotaur.
|
Llast 326
An Arkhos
3684
|
Posted - 2014.06.17 19:36:00 -
[15662] - Quote
Kinz affecting walk speed would make me OP as a MinjaGǪ strafe would be insane, and people already complain about that, I don't want to be OP. Possibly as a separate module but it would need to be a fairly low percentage increaseGǪ very carefully balanced. It would address some of the issues but I would prefer a reduction to all suits back peddle, including the ones I use. A change to rotation really should happen, though I think a lot of people fear it being tremendous spin slowdown. I don't think it needs to be a huge amount, but i am not the mathematician here. I just blow **** up, and stab people.
KRRROOOOOOM
|
Adipem Nothi
Nos Nothi
1985
|
Posted - 2014.06.17 19:36:00 -
[15663] - Quote
Cross Atu wrote:Adipem Nothi wrote:Vicious Minotaur wrote: If you, In your preferred scout, wielding a CRG-3 shotgun, came up behind a sentinel, which sentinel would you rather it be?
If it is no problem: List each of the four racial heavies From : 1 (most preferred) to 4 (least).
1. Caldari / Minmatar 2. Amarr 3. Gallente Last tested, the Advanced Shotguns hit for roughly 450-500 DMG per blast at the outer bounds of optimal range (~4.9m). Protofits indicates that their fire rate is 85.71 RPM. Max-HP Caldari and Minmatar Sentinels require 3 center-mass blasts within 5m. Max-HP Gallente and Amarr Sentinels require 4 center-mass blasts within 5m. Theoretical TTK is roughly 2 seconds for ck.0 / mk.0 and 3 seconds for ak.0 and gk.0. Realistic TTK is roughly +1 second for each, as most Heavies respond when struck. Observation suggestions that the ak.0 tends to tank less than the gk.0, hence the gk.0 is considered to be the toughest Sentinel to Shotgun. Question, how often do you (or anyone else here for that matter) make use of the "double headshot" bonus for hitting in the head from behind with the shotgun? Getting that extra bit of damage in the first shot makes a world of difference sometimes and may play a role in the results. I admit I haven't reconfirmed this effect under Alpha, but last I checked it was still present. It is in fact a major aspect of why all my "I killed the heavy" feedback with a shotgun involves flanking that "free shot" is usually required to survive/get the kill.
Somebody go get Quil!
1) Fairly certain that Headshot Bonus isn't +100% (maybe its +45% ... I don't recall as I don't get many).
2) Aiming for the head with a shotgun yields inconsistent results. The generally accepted best practice is to get as close as possible to the target's back and aim center mass (A) to maximize the probability of all your pellets hitting the target and (B) to maximize your probability of remaining within optimal range after your target bunnyhops away from you. The closer you are to someone, the harder it is to keep your reticule trained on their head.
Shoot scout with yes...
- Ripley Riley
|
Adipem Nothi
Nos Nothi
1988
|
Posted - 2014.06.17 19:51:00 -
[15664] - Quote
Vicious Minotaur wrote: On movement: Would making Kinetic Catalyzers affect movement (walk) speed be a bad idea? I think I recall that it was that way in the past, and caused problems. I can't help but feel that there ought to be a way to increase walk speed, though, perhaps with a new module.
That'd be great for Knifers, but you'd have to convince Rattati to dial back or cap strafe speeds. An alternative would be to set backpedal speed to less than 100% of forward movement speed. Another alternative would be to increase Shotgun and Nova Knife Range.
Vicious Minotaur wrote: Anyway, I don't know how else to address problems specifically with armour sentinels (being able to best shotgun scouts that get the jump on them) besides: Nerf armour plate HP; Make rotational speed and plates interact; and Armour destroying SG variant. Only two of those seem like they would even be considered by Rattati... But they may not be enough.
We're not that far off from being balanced; small adjustments here and there would likely solve the problem. A slight reduction to the Rotation Speed of armor-tanked mercs would likely work. As would (possibly) restoring the Shotgun's RoF proficiency bonus.
Shoot scout with yes...
- Ripley Riley
|
Adipem Nothi
Nos Nothi
1988
|
Posted - 2014.06.17 19:55:00 -
[15665] - Quote
DPLAK
Dangit, Llast! We're definitely on same page, you're just way ahead of me :-)
PS: Off to work guys .. back in a few hours. o7
Shoot scout with yes...
- Ripley Riley
|
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
918
|
Posted - 2014.06.17 19:59:00 -
[15666] - Quote
Now that I know that I am not crazy or delusional, I'll be sure to chime in when Rattati makes a Feedback thread related to the subject.
Of course, one voice can only do so much in a feedback thread. But you scouts will show up. You always do. Anyway, this lumbering Minotaur will be backing you scouts up.
I am a minotaur.
|
Cross Atu
OSG Planetary Operations Covert Intervention
2404
|
Posted - 2014.06.17 20:02:00 -
[15667] - Quote
Llast 326 wrote:Kinz affecting walk speed would make me OP as a MinjaGǪ strafe would be insane, and people already complain about that, I don't want to be OP. Possibly as a separate module but it would need to be a fairly low percentage increaseGǪ very carefully balanced. It would address some of the issues but I would prefer a reduction to all suits back peddle, including the ones I use. A change to rotation really should happen, though I think a lot of people fear it being tremendous spin slowdown. I don't think it needs to be a huge amount, but i am not the mathematician here. I just blow **** up, and stab people. Slightly off track here but ~ What about a skill buff that gave a % of KinCat effect to walk speed? Or a direct skill buff that gave a % buff to walk speed. There are clearly implications here but if, for example, the current Amarr had this as part of their "hey I'm mobile" package would that create a new racial niche to play in or just break something?
I love the idea of the diversity it offers but clearly making a new FotM isn't desirable, thoughts?
Cross Atu for CPM1- An emergent candidate
|
Cross Atu
OSG Planetary Operations Covert Intervention
2405
|
Posted - 2014.06.17 20:16:00 -
[15668] - Quote
Adipem Nothi wrote:Somebody go get Quil! 1) Fairly certain that Headshot Bonus isn't +100% (maybe its +45% ... I don't recall as I don't get many). 2) Aiming for the head with a shotgun yields inconsistent results. The generally accepted best practice is to get as close as possible to the target's back and aim center mass (A) to maximize the probability of all your pellets hitting the target and (B) to maximize your probability of remaining within optimal range after your target bunnyhops away from you. The closer you are to someone, the harder it is to keep your reticule trained on their head. 1) Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
2) True. I suppose I violate best practice here as my method is get up close, pop them in the back of the head, then center mass for the remainder of the kill. A) Makes sense, tho I haven't had cause to think my pellets are missing their mark in that first shot most of the time (admittedly I'm often in melee range when doing this) B) My proximity may mitigate this, but adjusting downward to apply all shots after the first as center mass hasn't seemed difficult. Sometimes I fail and get ganked of course but not so often as to make it seem like a flaw in the method (again, from my anecdotal experience).
Just to reiterate, in case I wasn't clear; I'm only applying the first shot as a headshot which usually isn't that difficult since the target is unaware of my presence. If they're aware and actively evading me then I don't try for headshots and I also rarely try for the kill, that's hit and run turf in my book. I'll be back in a bit from another angle to finish the job (or, you know, dead because I kicked a hornets nest, did it poorly, and got splatted for it ).
Note: From a testing perspective I understand focusing results primarily on base damage, but if the margin is slim enough between success and failure as it stands and the problematic case is not primarily an entire role so much as a more specific race/fit then getting hit detection fixed and employing this additional tool (i.e. "back of the head shot") might close that gap, or bring us much closer. And the tighter we can make it without altering things (bug fixes should happen regardless) the better for tuning overall balance. (In all cases, the closer we can get with few/more minor changes the better because it creates less chance of other ripples of effect which then have to be fixed themselves).
Cheers, Cross
Cross Atu for CPM1- An emergent candidate
|
Arkena Wyrnspire
Fatal Absolution
14586
|
Posted - 2014.06.17 20:20:00 -
[15669] - Quote
Cross Atu wrote: Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
Really? Testing now.
You have long since made your choice. What you make now is a mistake.
|
Appia Vibbia
Molon Labe. General Tso's Alliance
2944
|
Posted - 2014.06.17 20:26:00 -
[15670] - Quote
Cross Atu wrote:Llast 326 wrote:Kinz affecting walk speed would make me OP as a MinjaGǪ strafe would be insane, and people already complain about that, I don't want to be OP. Possibly as a separate module but it would need to be a fairly low percentage increaseGǪ very carefully balanced. It would address some of the issues but I would prefer a reduction to all suits back peddle, including the ones I use. A change to rotation really should happen, though I think a lot of people fear it being tremendous spin slowdown. I don't think it needs to be a huge amount, but i am not the mathematician here. I just blow **** up, and stab people. Slightly off track here but ~ What about a skill buff that gave a % of KinCat effect to walk speed? Or a direct skill buff that gave a % buff to walk speed. There are clearly implications here but if, for example, the current Amarr had this as part of their "hey I'm mobile" package would that create a new racial niche to play in or just break something? I love the idea of the diversity it offers but clearly making a new FotM isn't desirable, thoughts?
If there was a skill that gave a bonus to walk/strafe speed it would become a mandatory skill. Strafe speed is the cornerstone of rifle vs rifle combat. The gameplay of DUST is heavily focused on Hip-Fire and DDR being the most powerful tools of combat
There's already a large difference in experienced players vs new players that even the new people using proto and experienced people using starter fits can't overcome. This would really, really push the gap between players further apart.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
|
|
Llast 326
An Arkhos
3688
|
Posted - 2014.06.17 20:39:00 -
[15671] - Quote
Appia Vibbia wrote:Cross Atu wrote:Llast 326 wrote:Kinz affecting walk speed would make me OP as a MinjaGǪ strafe would be insane, and people already complain about that, I don't want to be OP. Possibly as a separate module but it would need to be a fairly low percentage increaseGǪ very carefully balanced. It would address some of the issues but I would prefer a reduction to all suits back peddle, including the ones I use. A change to rotation really should happen, though I think a lot of people fear it being tremendous spin slowdown. I don't think it needs to be a huge amount, but i am not the mathematician here. I just blow **** up, and stab people. Slightly off track here but ~ What about a skill buff that gave a % of KinCat effect to walk speed? Or a direct skill buff that gave a % buff to walk speed. There are clearly implications here but if, for example, the current Amarr had this as part of their "hey I'm mobile" package would that create a new racial niche to play in or just break something? I love the idea of the diversity it offers but clearly making a new FotM isn't desirable, thoughts? If there was a skill that gave a bonus to walk/strafe speed it would become a mandatory skill. Strafe speed is the cornerstone of rifle vs rifle combat. The gameplay of DUST is heavily focused on Hip-Fire and DDR being the most powerful tools of combat There's already a large difference in experienced players vs new players that even the new people using proto and experienced people using starter fits can't overcome. This would really, really push the gap between players further apart. I was thinking it would be a fun addition, but Appia raises a valid point. Ultimately I think it would just be an SP sink for a short term gain for those of us who have been around and don't need to save SP for essentials, while it just widens the gap for the new folksGǪ
KRRROOOOOOM
|
Llast 326
An Arkhos
3688
|
Posted - 2014.06.17 20:42:00 -
[15672] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote: Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
Really? Testing now. Feeling sorry for all the people about to get Arkenaed
KRRROOOOOOM
|
Arkena Wyrnspire
Fatal Absolution
14587
|
Posted - 2014.06.17 20:47:00 -
[15673] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote: Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
Really? Testing now.
Tested. This doesn't work.
Tested with a couple of different weapons but none of these worked, at least on the target sample suits (see the following anecdote). This was tested on a Galassault, Galmando, and Minlogi before I noticed something odd and tested that further.
One interesting thing shown by testing - the headshot hit detection varies between suits when shooting at the back of the head. For example, the Gallente assault has a black armoured spinal bit which doesn't receive a headshot multiplier, although it's quite clearly on the back of the head area. Similar, the Galsent appears to be practically immune to headshots from behind - there's an armoured section that only receives normal damage despite clearly being on the head. This seems to vary wildly between suits - a quick test on the Minscout had it receiving full headshot damage all over the head zone.
Something that's of particular interest to me is the headshot zone for heavies. I'll test for all of them and report back.
You have long since made your choice. What you make now is a mistake.
|
Garin Ghost
Villore Sec Ops Gallente Federation
0
|
Posted - 2014.06.17 20:49:00 -
[15674] - Quote
Hey all. Any veteran scouts still around to mentor/advise a newberry? I know people are running for the fences, Legion, and Destiny, but I would love to learn from someone who knows what they are doing. I have no need to run from this game yet
Garin |
Brokerib
Lone Wolves Club
1383
|
Posted - 2014.06.17 21:01:00 -
[15675] - Quote
Cross Atu wrote:Llast 326 wrote:Kinz affecting walk speed would make me OP as a MinjaGǪ strafe would be insane, and people already complain about that, I don't want to be OP. Possibly as a separate module but it would need to be a fairly low percentage increaseGǪ very carefully balanced. It would address some of the issues but I would prefer a reduction to all suits back peddle, including the ones I use. A change to rotation really should happen, though I think a lot of people fear it being tremendous spin slowdown. I don't think it needs to be a huge amount, but i am not the mathematician here. I just blow **** up, and stab people. Slightly off track here but ~ What about a skill buff that gave a % of KinCat effect to walk speed? Or a direct skill buff that gave a % buff to walk speed. There are clearly implications here but if, for example, the current Amarr had this as part of their "hey I'm mobile" package would that create a new racial niche to play in or just break something? I love the idea of the diversity it offers but clearly making a new FotM isn't desirable, thoughts? Simplest implementation would be to tie it to the existing 1% a level bonus from biotics. While heavier suits could also gain the bonus, it would have the most effect for scouts.
Knowledge is power
|
Brokerib
Lone Wolves Club
1383
|
Posted - 2014.06.17 21:06:00 -
[15676] - Quote
Garin Ghost wrote:Hey all. Any veteran scouts still around to mentor/advise a newberry? I know people are running for the fences, Legion, and Destiny, but I would love to learn from someone who knows what they are doing. I have no need to run from this game yet Garin Best bet is to hit up the learning coalition (corporation) for a trainer, now that Ron1n is defunct.
Also join the chat channel 'scouts united' in game. You'll find alot of scouts players (and some extras) there who will be happy to squad up for a couple of matches and help you along.
o7
Knowledge is power
|
Arkena Wyrnspire
Fatal Absolution
14588
|
Posted - 2014.06.17 21:12:00 -
[15677] - Quote
Garin Ghost wrote:Hey all. Any veteran scouts still around to mentor/advise a newberry? I know people are running for the fences, Legion, and Destiny, but I would love to learn from someone who knows what they are doing. I have no need to run from this game yet Garin
If you're online while I am I'd be more than happy to help you out a bit.
Do feel free to ask any questions here as well. The people are very helpful - I came here to get reacclimatised to the scout myself.
You have long since made your choice. What you make now is a mistake.
|
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1939
|
Posted - 2014.06.17 21:22:00 -
[15678] - Quote
Arkena Wyrnspire wrote:Garin Ghost wrote:Hey all. Any veteran scouts still around to mentor/advise a newberry? I know people are running for the fences, Legion, and Destiny, but I would love to learn from someone who knows what they are doing. I have no need to run from this game yet Garin If you're online while I am I'd be more than happy to help you out a bit. Do feel free to ask any questions here as well. The people are very helpful - I came here to get reacclimatised to the scout myself. Note: Stabbings are not uncommon here. Edit: Corp tag has changed once more.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
Cross Atu
OSG Planetary Operations Covert Intervention
2407
|
Posted - 2014.06.17 21:31:00 -
[15679] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote: Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
Really? Testing now. Excellent, let me know if it's still in effect (and if you happen to grab the exact % efficiency as well that would be epic )
Cross Atu for CPM1- An emergent candidate
|
Arkena Wyrnspire
Fatal Absolution
14590
|
Posted - 2014.06.17 21:31:00 -
[15680] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Cross Atu wrote: Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
Really? Testing now. Excellent, let me know if it's still in effect (and if you happen to grab the exact % efficiency as well that would be epic )
See the other post. Headshot efficiency is exactly the same as a normal headshot... except there appears to be some additional armouring on the back of the head.
You have long since made your choice. What you make now is a mistake.
|
|
Cross Atu
OSG Planetary Operations Covert Intervention
2407
|
Posted - 2014.06.17 21:33:00 -
[15681] - Quote
Appia Vibbia wrote:Cross Atu wrote:Llast 326 wrote:Kinz affecting walk speed would make me OP as a MinjaGǪ strafe would be insane, and people already complain about that, I don't want to be OP. Possibly as a separate module but it would need to be a fairly low percentage increaseGǪ very carefully balanced. It would address some of the issues but I would prefer a reduction to all suits back peddle, including the ones I use. A change to rotation really should happen, though I think a lot of people fear it being tremendous spin slowdown. I don't think it needs to be a huge amount, but i am not the mathematician here. I just blow **** up, and stab people. Slightly off track here but ~ What about a skill buff that gave a % of KinCat effect to walk speed? Or a direct skill buff that gave a % buff to walk speed. There are clearly implications here but if, for example, the current Amarr had this as part of their "hey I'm mobile" package would that create a new racial niche to play in or just break something? I love the idea of the diversity it offers but clearly making a new FotM isn't desirable, thoughts? If there was a skill that gave a bonus to walk/strafe speed it would become a mandatory skill. Strafe speed is the cornerstone of rifle vs rifle combat. The gameplay of DUST is heavily focused on Hip-Fire and DDR being the most powerful tools of combat There's already a large difference in experienced players vs new players that even the new people using proto and experienced people using starter fits can't overcome. This would really, really push the gap between players further apart. I should have been more specific, I mean a [b]racial scout suit buff]/b]. Now perhaps you already took the narrow specificity into account, but just to be clear, if it were a low level buff on a single racial scout suit how would you see that effecting the game, still on the OP side?
Thanks for the response Cross
Cross Atu for CPM1- An emergent candidate
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
5317
|
Posted - 2014.06.17 21:34:00 -
[15682] - Quote
Vicious Minotaur wrote:GD has become a cesspit, so I figured I come back here to this old place from my dreams, back
GD has ALWAYS been a Cesspool of ludicrous ideas.
EVE is actually a lot of fun.
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
5317
|
Posted - 2014.06.17 21:35:00 -
[15683] - Quote
Garin Ghost wrote:Hey all. Any veteran scouts still around to mentor/advise a newberry? I know people are running for the fences, Legion, and Destiny, but I would love to learn from someone who knows what they are doing. I have no need to run from this game yet Garin
I VOLUNTEER AS TRIBUTE!
EVE is actually a lot of fun.
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
|
Cross Atu
OSG Planetary Operations Covert Intervention
2407
|
Posted - 2014.06.17 21:41:00 -
[15684] - Quote
Arkena Wyrnspire wrote:Arkena Wyrnspire wrote:Cross Atu wrote: Headshot bonus is indeed, less than +100%. There is another bonus however for damage dealt to the back of the head which exceeds 100% (when last I tested it, I think this was in about 1.7 or there abouts) according to the in game readout with additional "eyeball testing" done by myself and others providing anecdotal confirmation that the efficiency reading seemed to apply.
Really? Testing now. Tested. This doesn't work. Tested with a couple of different weapons but none of these worked, at least on the target sample suits (see the following anecdote). This was tested on a Galassault, Galmando, and Minlogi before I noticed something odd and tested that further. One interesting thing shown by testing - the headshot hit detection varies between suits when shooting at the back of the head. For example, the Gallente assault has a black armoured spinal bit which doesn't receive a headshot multiplier, although it's quite clearly on the back of the head area. Similar, the Galsent appears to be practically immune to headshots from behind - there's an armoured section that only receives normal damage despite clearly being on the head. This seems to vary wildly between suits - a quick test on the Minscout had it receiving full headshot damage all over the head zone. Something that's of particular interest to me is the headshot zone for heavies. I'll test for all of them and report back. Sounds very odd, I wonder why CCP would remove such an aspect. At the time of my testing the extra damage for the back arc/back of the head did not apply to all LW (didn't test all the HW or sidearms) but pushed the shotgun substantially over 100% (though not all the way to 150% if memory serves).
I am quite perplexed as to why CCP would remove such a thing, and with the quirky effects your describing I wonder if it was intentional or merely happenstance.
One take away from all of this is that if it can be changed once it can be changed again (surly a full UI update wouldn't be required for this type of change) so perhaps this is another tool we can employ to find stronger balance.
/wishing to be CPM currently so he could asking CCP R what the story on this one is Any current CPM0 members lurking this thread that could send out a ping on this?
Cross Atu for CPM1- An emergent candidate
|
Bayeth Mal
OSG Planetary Operations Covert Intervention
578
|
Posted - 2014.06.17 22:04:00 -
[15685] - Quote
Ghost Kaisar wrote:Vicious Minotaur wrote:GD has become a cesspit, so I figured I come back here to this old place from my dreams, back
GD has ALWAYS been a Cesspool of ludicrous ideas.
What is this GD you speak of? There's a forum outside the barbershop? Oh you mean the GD down stairs, gotcha.
But seriously, I haven't set foot outside of here in weeks... Sorry about the smell.
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
|
Arkena Wyrnspire
Fatal Absolution
14594
|
Posted - 2014.06.17 22:18:00 -
[15686] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=165512&find=unread
I feel that while heavies are broken, this particular flavour of heavy is even more so.
You have long since made your choice. What you make now is a mistake.
|
Gavr1Io Pr1nc1p
495
|
Posted - 2014.06.17 22:47:00 -
[15687] - Quote
this is what i hear whenever someone defends heavies by saying "its a heavy!" or "there are lots of counters you just need to get better, i get killed a lot"
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
LeGoose
SAM-MIK General Tso's Alliance
333
|
Posted - 2014.06.17 22:55:00 -
[15688] - Quote
Gav just shut up. ^ this is why no one takes you seriously.
Click it! I dare you...
|
Gavr1Io Pr1nc1p
496
|
Posted - 2014.06.17 22:56:00 -
[15689] - Quote
lol
i don't expect anyone to, i only put out ideas that are good every so often
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1939
|
Posted - 2014.06.17 23:34:00 -
[15690] - Quote
Does anyone else have trouble hurting Caldari scouts? I mean, sometimes it feels like no matter how much I hit them I'm only doing like 1/10th of the damage.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 300 400 500 600 700 800 900 1000 1100 1200 1300 1400 1500 1600 1700 :: one page |
First page | Previous page | Next page | Last page |