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Thread Statistics | Show CCP posts - 178 post(s) |
Adipem Nothi
Nos Nothi
4630
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Posted - 2014.08.30 22:18:00 -
[21151] - Quote
Man of Spade wrote:Right-wing Extremist wrote:voidfaction wrote:Sniper OHK me from 600m. NERF NERF NERF I respawn sniper in the redline in heavy suit or I respawn sniper on top of tower in heavy suit sniper lives and finishes game 20/0
So yeah sniper wins my vote 100% for a nerf over the other OHK weapons that require being in the battle You're bad at killing snipers? Mate, I've outlined a halfdozen ways to kill a sniper who's deep in the red line. Post #29 of that feedback thread. It's really not that difficult - just takes a little :effort:. You left out my personal favourite. Ambushing and shooting from behind with an Ion Pistol. Have yet to experience. Is it exciting?
Shoot scout with yes.
- Ripley Riley
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voidfaction
Nos Nothi
470
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Posted - 2014.08.30 22:22:00 -
[21152] - Quote
Right-wing Extremist wrote:voidfaction wrote:Sniper OHK me from 600m. NERF NERF NERF I respawn sniper in the redline in heavy suit or I respawn sniper on top of tower in heavy suit sniper lives and finishes game 20/0
So yeah sniper wins my vote 100% for a nerf over the other OHK weapons that require being in the battle You're bad at killing snipers? Mate, I've outlined a halfdozen ways to kill a sniper who's deep in the red line. Post #29 of that feedback thread. It's really not that difficult - just takes a little :effort:. I was a full time sniper for 6 months starting at open beta. I know how to kill them but its a waste of time. I can spend my time killing them and not helping the team or i can be a sniper full time and still contribute little to the team. I play to win the match not to get kills or make my fake K/D look good. I snipe when its needed and do it from under 300m not hiding on top of a tower or in the redline.
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Man of Spade
Nos Nothi
481
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Posted - 2014.08.30 22:24:00 -
[21153] - Quote
Adipem Nothi wrote:Man of Spade wrote:Right-wing Extremist wrote:voidfaction wrote:Sniper OHK me from 600m. NERF NERF NERF I respawn sniper in the redline in heavy suit or I respawn sniper on top of tower in heavy suit sniper lives and finishes game 20/0
So yeah sniper wins my vote 100% for a nerf over the other OHK weapons that require being in the battle You're bad at killing snipers? Mate, I've outlined a halfdozen ways to kill a sniper who's deep in the red line. Post #29 of that feedback thread. It's really not that difficult - just takes a little :effort:. You left out my personal favourite. Ambushing and shooting from behind with an Ion Pistol. Have yet to experience. Is it exciting? It really is a rush. Most recently I had a match where I got shot and killed once by a sniper. Well, I wasn't having that. He had a sniping buddy too, so I dedicated that match to hunting both of them. These guys were pretty good, not your typical stay a mile back people, they moved from place to place often and racked up a fair amount of kills. Still though, popped them bought 8 times each. One of the times was an absolutely beautiful grenade throw. Both of them were sniping from a building, so I cooked the grenade for about a second, did the old Jump'n'Throw. Got them both.
Yeah, I find something really rewarding in using the Ion Pistol.
Totally not Spademan.
That guy is a real jackass.
Official Time Lord of the Scout Community
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Right-wing Extremist
Nos Nothi
919
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Posted - 2014.08.30 22:30:00 -
[21154] - Quote
voidfaction wrote:I was a full time sniper for 6 months starting at open beta. I know how to kill them but its a waste of time. I can spend my time killing them and not helping the team or i can be a sniper full time and still contribute little to the team. I play to win the match not to get kills or make my fake K/D look good. I snipe when its needed and do it from under 300m not hiding on top of a tower or in the redline. Know why it's not worth it? 'Cause they're not killing enough from back there. So it doesn't really matter - they're not effective from the red line. But they don't know that. Because they're worried about fake K/D, as you put it.
You know how I do it? From whatever is the best spot that gives me vantage over the most territory, or the most important territory. You know why I get fewer than 20 kills in a match when I snipe? Because I'm focused on counter-sniping, stopping hacks if I'm in a vantage that affords me that ability, and popping uplinks and nanohives in high places that the rest of the team couldn't otherwise get to. Every. Single. Match. I get up to my perch and I watch a logi fly a dropship to a rooftop and put down half a dozen links. If I can pop him, I do. If he has too much HP, I wait for him to fly away then I clear the links (K/D scrubs will leave the links be, trying to farm them for kills, letting scores of mercs spawn and run to the edge to drop down) - if I shoot him and he doesn't go down, now he knows I'm there and if he's smart, he'll figure out exactly where I am real quick. Which I have to worry about. Because I'm not in the red line.
The red line is the problem. Not the range I'm using to effect the outcome of the match.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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voidfaction
Nos Nothi
471
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Posted - 2014.08.30 22:48:00 -
[21155] - Quote
Right-wing Extremist wrote:voidfaction wrote:I was a full time sniper for 6 months starting at open beta. I know how to kill them but its a waste of time. I can spend my time killing them and not helping the team or i can be a sniper full time and still contribute little to the team. I play to win the match not to get kills or make my fake K/D look good. I snipe when its needed and do it from under 300m not hiding on top of a tower or in the redline. Know why it's not worth it? 'Cause they're not killing enough from back there. So it doesn't really matter - they're not effective from the red line. But they don't know that. Because they're worried about fake K/D, as you put it. You know how I do it? From whatever is the best spot that gives me vantage over the most territory, or the most important territory. You know why I get fewer than 20 kills in a match when I snipe? Because I'm focused on counter-sniping, stopping hacks if I'm in a vantage that affords me that ability, and popping uplinks and nanohives in high places that the rest of the team couldn't otherwise get to. Every. Single. Match. I get up to my perch and I watch a logi fly a dropship to a rooftop and put down half a dozen links. If I can pop him, I do. If he has too much HP, I wait for him to fly away then I clear the links (K/D scrubs will leave the links be, trying to farm them for kills, letting scores of mercs spawn and run to the edge to drop down) - if I shoot him and he doesn't go down, now he knows I'm there and if he's smart, he'll figure out exactly where I am real quick. Which I have to worry about. Because I'm not in the red line. The red line is the problem. Not the range I'm using to effect the outcome of the match. I get sniper needs more dmg. they need less weapon sway. but 600m range is not needed. we should not be overwatch for the entire map. 250m is max rifle range outside of that is sniper range 300m is plenty it just screws over redliners and tower campers it don't effect those that run with a squad. I am not talking run with with them but outside of where they are going and behind them but mobile. there are plenty of short time sniper spots that can be used to help your squad that don't require camping a tower but do require you to move often to avoid enemy. that is why the cal scout would be able to shine as a sniper at less range vs a heavy being the best sniper.
I use to be a counter sniper now it is just a wast of time. they are no help to there team and not a big threat to me. I want sniping to be fun again. I want it to have more dmg and be better but I don't want it if its going to make it better for the redlineres and tower campers.
we both want the same more dmg better headshot dmg only difference I want to give up range for balance of more power and to help get rid of the campers. Not to mention make my cal scout sniper shine.
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Right-wing Extremist
Nos Nothi
930
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Posted - 2014.08.30 23:30:00 -
[21156] - Quote
voidfaction wrote:cal scout This seems to be the only recurring theme.
You play the sniper your way, I'll play it mine. We should both have the option to approach the role as suits our play style. Nerfing my range to buff your scout as a sniper hunter (because really, how long does it take to close within killing distance if the deficit if 50m? 1 second? 2? And **** "less scope sway", scope sway is fine. This isn't COD or Destiny or CS:GO or whatever other FPS game - DO NOT WANT QUICKSCOPE BULLSHIT.
Going into a crouch and waiting a second for the scope to settle and then being laser focused in an even narrower field of vision than we already have as the norm, and you're supposed to do something other than repeatedly die how?
If they do what you're describing, they'd better put respecs on the table, because I've got Proficiency 3 into a weapon and a ton of SP into a suit that I have absolutely no other use for.
**** that.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3383
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Posted - 2014.08.30 23:33:00 -
[21157] - Quote
Right-wing Extremist wrote:DO NOT WANT QUICKSCOPE BULLSHIT. Please, quickscoping is for noobs. Pros do a 360 no-scope.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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voidfaction
Nos Nothi
474
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Posted - 2014.08.31 00:52:00 -
[21158] - Quote
Man of Spade wrote:Right-wing Extremist wrote:voidfaction wrote:Sniper OHK me from 600m. NERF NERF NERF I respawn sniper in the redline in heavy suit or I respawn sniper on top of tower in heavy suit sniper lives and finishes game 20/0
So yeah sniper wins my vote 100% for a nerf over the other OHK weapons that require being in the battle You're bad at killing snipers? Mate, I've outlined a halfdozen ways to kill a sniper who's deep in the red line. Post #29 of that feedback thread. It's really not that difficult - just takes a little :effort:. You left out my personal favourite. Ambushing and shooting from behind with an Ion Pistol. ion pro 2, sharpshooter 3............I feel so good when I get a kill with that thing. sharpshooter skill so far seems pointless. I think I hit targets behind me some times that thing fires so out of control.
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voidfaction
Nos Nothi
474
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Posted - 2014.08.31 01:07:00 -
[21159] - Quote
Right-wing Extremist wrote:voidfaction wrote:cal scout This seems to be the only recurring theme. You play the sniper your way, I'll play it mine. We should both have the option to approach the role as suits our play style. Nerfing my range to buff your scout as a sniper hunter (because really, how long does it take to close within killing distance if the deficit if 50m? 1 second? 2? And **** "less scope sway", scope sway is fine. This isn't COD or Destiny or CS:GO or whatever other FPS game - DO NOT WANT QUICKSCOPE BULLSHIT. Going into a crouch and waiting a second for the scope to settle and then being laser focused in an even narrower field of vision than we already have as the norm, and you're supposed to do something other than repeatedly die how? If they do what you're describing, they'd better put respecs on the table, because I've got Proficiency 3 into a weapon and a ton of SP into a suit that I have absolutely no other use for. **** that. I understand we play it different ways. but i'm not asking for a OHK weapon at 600m 600m I say keep it the way it is so the heavies can enjoy killing militia/scouts in pubs. 300m then buff the dmg and maybe SLIGHT less weapon sway. personally the sway is not that bad to me except when you move just a tad while crouched and aiming. that being the part that needs slight less sway not the initial sway when you first aim. I DO NOT WANT CoD QUICKSCOPE BULLSHIT either. I don't like the idea of 600m OHK weapons even though in my scout im a OHK anyway. |
voidfaction
Nos Nothi
474
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Posted - 2014.08.31 01:12:00 -
[21160] - Quote
Spademan wrote:Right-wing Extremist wrote:DO NOT WANT QUICKSCOPE BULLSHIT. Please, quickscoping is for noobs. Pros do a 360 no-scope. no scope point blank run up and fire as if you are using a shotgun is what i tend to try to do when cought in close range. works sometimes but most times it is a big FAIL.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6861
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Posted - 2014.08.31 01:22:00 -
[21161] - Quote
Right-wing Extremist wrote:Iron Wolf Saber wrote:and judge has made a bunch of scale maps that makes the 600 meter range excessive overkill some places. Judge also made a youtube video "illustrating" how swarms that seem to explode into thin air and not ever hit the ADS they're chasing really are hitting. I've flown dropships away from swarms and taken no damage. I've fired swarms, watched them chase the dropship and explode 100m behind the vehicle, switched to my sniper rifle and seen through the scope/target intel that no, in fact, no damage was taken. All the fancy flying and slowing down just long enough to let one or two of the missiles catch up to him once he was well out of harm's way and could eat a volley made for good theatrics, but doesn't change the fact that either swarms need a buff (missile speed) or ADS need a nerf. Instead, through his cult of personality/leetness/whatever, he managed to lobby for a Python buff AND get himself elected to the CPM. gg Judge. But you're full of ****.
Okay, for those who don't know, I'm learning to fly. It's going well now, last two days SUCKED. I'm managing to get the feel of flying down and also learning how to respond to various threats.
Have a Dropships perspective on AV.
Forges: Stay Away. Don't even bother. It takes so many missiles to kill them they aren't worth your time. Forges create a definite "No Fly Zone". You get hit by one, you turn on afterburner and GTFO.
Swarms: Annoying. Kill them if there is only 1. More than one? GTFO. On my ADS (Python with ~3000 shields and Afterburner) I can safely take a single clip of swarms. After that, I'm either into armor or REALLY LOW on shields (Depends on the suit. Commando's routinely put me into armor and earn the Stay Away tactic). Once again, best defense is to afterburn and GTFO.
Rail Tanks: It depends. Rail's in the redline make a no-fly zone in 300m of where they are. I can't kill them, and most can 2-3 shot me. So I just stay away. If they are on the field, I fly just above them and harass with missiles. The main goal is to weaken and distract them for other tanks to eliminate, or to push them into the redline.
Blaster Tanks: Same practice really, except you have to be more careful. Blasters are far more effective against my DS.
Plasma Cannon: Kill em. Reload time takes too long, and with good circle strafing you are pretty hard to hit. I've been driven off by good shots though.
Okay, so you might get a feel of how the ADS is now. It really is an opportunistic killer. Think "Sky Shark" and you have the right idea. I kill what I can and run from what can hurt me. Strong AV nets will make me completely useless. Really. 2 Swarms and 1 Forge can make my life living hell. Especially if they are determined.
Those matches where you see ADS dominate? I've found out why. It really is a team effort. I have performed best in an ADS with a Tank on the ground, A squad mate running AV and everyone else slaying. Tank keeps away strong vehicle threats and AV allows me to fly without fear of other ADS'. Infantry can then deal with any other AV. In a team effort, the ADS can basically roam the battlefield in impunity and severely WRECK the opposition.
Personal thoughts on AV strength: They feel fine right now. Every single one of the above can be a threat and has a definite chance of killing me if I DON'T run away. Swarms always force me out if on a suit that can survive more than 2 missile shots.
Personal thoughts on dropships: They feel fine as well. They need to nerf the arfterburner though. It's a great escape tool, but it has a 10s cooldown. 7.5s with max skills. It's far too easy to quickly run away, regen, come back, and then run away again. Afterbuner needs a cooldown nerf. Badly.
Also: Please note that I am only lvl 3 shield modules and lvl. 1 missile. This all might change with better skills and turrets. Will update as I go along.
EDIT:
Side note: I completely hate the idea of "Sky Tanks". That's dumb and bad. The only dropship that should be hard to take down is a properly fit transport DS, which is more focused on occupant survival than it is on offense.
We might see transport DS more, as the base DS is getting an HP buff in delta, and they are bringing back small turret splash. Two small blasters on a DS will be VERY effective at clearing out the LZ for an infantry drop. I would love to see this in action.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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voidfaction
Nos Nothi
474
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Posted - 2014.08.31 01:28:00 -
[21162] - Quote
Yes Cal Scout is a recurring theme. Don't know if you know this but the Cal scout had it's bonus taken away and given to another scout. then given the old gal scout bonuses. Was i given a respec? NO Sniper rifle is a Caldari weapon and in EVERY FPS game the sniper is a scout. Now lets point out that cal scout has 2 lows at adv and proto to maximize its 2 bonuses where all the other suits have how many slots to maximize??? Cal scout has the most high slots to maximize dmg mods so makes it the perfect scout to be a sniper period. So yes I want my Cal scout to be something because right now it is nothing. increasing sniper dmg with the cal 4 high slots is a big + decreasing range gets rid of the redline / tower campers big + having stealth, speed, high dmg sniper yes my cal scout would have a role again that it don't have now. |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
6861
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Posted - 2014.08.31 01:34:00 -
[21163] - Quote
Okay, I'm really excited about Delta
Read Here:
CCP Rattati wrote:Dear players
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Big ones first.
Minmatar HP buff. Yes this includes the Scout!
Flaylock and Ion Pistol buff! Nova Knive OPTIMIZATION FINALLY.
I am actually behind the CR damage profile. Maybe now it won't just devour everything, and people will stop b*tching at me using Minmatar tech.
Shield Module CPU nerf is good. I think I might create a scout made for speed and regen with less emphasis on stealth.
Missing LP items. Finally.
AFTERBURNER NERF. See above post. This is the main change that should be made, possibly with increased lock on.
The Dropship changes I mentioned. Word of warning, shield based HAV's could be very hard to take down with these changes. I don't think the Shield HAV needs an HP buff.
Hopefully the scrambler gets fixed so that it doesn't become spam city. I wonder what AR buffs they are thinking of? They seem to be in a pretty good spot to me...
Anyways, I'm excited. Anyone else?
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Adipem Nothi
Nos Nothi
4643
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Posted - 2014.08.31 01:39:00 -
[21164] - Quote
^ Also excited :-)
Anyone know if the Devs fixed the CalScout's range bonus yet?
Shoot scout with yes.
- Ripley Riley
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voidfaction
Nos Nothi
475
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Posted - 2014.08.31 01:52:00 -
[21165] - Quote
Adipem Nothi wrote:Anyone know if the Devs fixed the CalScout's range bonus yet? Have not tested it. Got rid of all cal scout suits day after charlie. Do any cal scouts not use both lows for dampeners? it takes 2 to get 17db.
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J0LLY R0G3R
And the ButtPirates
1188
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Posted - 2014.08.31 02:13:00 -
[21166] - Quote
Ghost Kaisar wrote:Right-wing Extremist wrote:Iron Wolf Saber wrote:and judge has made a bunch of scale maps that makes the 600 meter range excessive overkill some places. Judge also made a youtube video "illustrating" how swarms that seem to explode into thin air and not ever hit the ADS they're chasing really are hitting. I've flown dropships away from swarms and taken no damage. I've fired swarms, watched them chase the dropship and explode 100m behind the vehicle, switched to my sniper rifle and seen through the scope/target intel that no, in fact, no damage was taken. All the fancy flying and slowing down just long enough to let one or two of the missiles catch up to him once he was well out of harm's way and could eat a volley made for good theatrics, but doesn't change the fact that either swarms need a buff (missile speed) or ADS need a nerf. Instead, through his cult of personality/leetness/whatever, he managed to lobby for a Python buff AND get himself elected to the CPM. gg Judge. But you're full of ****. Okay, for those who don't know, I'm learning to fly. It's going well now, last two days SUCKED. I'm managing to get the feel of flying down and also learning how to respond to various threats. Have a Dropships perspective on AV. Forges: Stay Away. Don't even bother. It takes so many missiles to kill them they aren't worth your time. Forges create a definite "No Fly Zone". You get hit by one, you turn on afterburner and GTFO. Swarms: Annoying. Kill them if there is only 1. More than one? GTFO. On my ADS (Python with ~3000 shields and Afterburner) I can safely take a single clip of swarms. After that, I'm either into armor or REALLY LOW on shields (Depends on the suit. Commando's routinely put me into armor and earn the Stay Away tactic). Once again, best defense is to afterburn and GTFO. Rail Tanks: It depends. Rail's in the redline make a no-fly zone in 300m of where they are. I can't kill them, and most can 2-3 shot me. So I just stay away. If they are on the field, I fly just above them and harass with missiles. The main goal is to weaken and distract them for other tanks to eliminate, or to push them into the redline. Blaster Tanks: Same practice really, except you have to be more careful. Blasters are far more effective against my DS. Plasma Cannon: Kill em. Reload time takes too long, and with good circle strafing you are pretty hard to hit. I've been driven off by good shots though.
Okay, so you might get a feel of how the ADS is now. It really is an opportunistic killer. Think "Sky Shark" and you have the right idea. I kill what I can and run from what can hurt me. Strong AV nets will make me completely useless. Really. 2 Swarms and 1 Forge can make my life living hell. Especially if they are determined. Those matches where you see ADS dominate? I've found out why. It really is a team effort. I have performed best in an ADS with a Tank on the ground, A squad mate running AV and everyone else slaying. Tank keeps away strong vehicle threats and AV allows me to fly without fear of other ADS'. Infantry can then deal with any other AV. In a team effort, the ADS can basically roam the battlefield in impunity and severely WRECK the opposition. Personal thoughts on AV strength: They feel fine right now. Every single one of the above can be a threat and has a definite chance of killing me if I DON'T run away. Swarms always force me out if on a suit that can survive more than 2 missile shots. Personal thoughts on dropships: They feel fine as well. They need to nerf the arfterburner though. It's a great escape tool, but it has a 10s cooldown. 7.5s with max skills. It's far too easy to quickly run away, regen, come back, and then run away again. Afterbuner needs a cooldown nerf. Badly. Also: Please note that I am only lvl 3 shield modules and lvl. 1 missile. This all might change with better skills and turrets. Will update as I go along. EDIT: Side note: I completely hate the idea of "Sky Tanks". That's dumb and bad. The only dropship that should be hard to take down is a properly fit transport DS, which is more focused on occupant survival than it is on offense. We might see transport DS more, as the base DS is getting an HP buff in delta, and they are bringing back small turret splash. Two small blasters on a DS will be VERY effective at clearing out the LZ for an infantry drop. I would love to see this in action.
tldr : flying: booooo, then WEEEEEEEEEEE
J0LLY is a Streaker
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6863
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Posted - 2014.08.31 02:21:00 -
[21167] - Quote
J0LLY R0G3R wrote:tldr : flying: booooo, then WEEEEEEEEEEE
And it only took 50 Crashed Pythons and a 3x SP cap!
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Iron Wolf Saber
Den of Swords
16243
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Posted - 2014.08.31 03:03:00 -
[21168] - Quote
So would these be accurate?
http://imgur.com/5GhAbWC http://imgur.com/clpTjVK
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Cass Caul
1015
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Posted - 2014.08.31 03:26:00 -
[21169] - Quote
Those don't look to scale.
Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius
I blame her for nova knife kills on tanks
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Iron Wolf Saber
Den of Swords
16244
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Posted - 2014.08.31 03:36:00 -
[21170] - Quote
Cass Caul wrote:Those don't look to scale. Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius EDIT: Ah, I see what you did there. You're assuming that each area is 100x100m. They are not. There either is, or was, a disclaimer in the maps section that says all maps are not sectioned off equally
Ah I forgot there was some maps that were to scale at 100,100 per square others not so much; I forgot which ones specifically though. Like I said judge has the better scale maps than I do.
Edit from what i remember (since I typically do all my range resting in ashlands due to the large amounts of easy to find snipers) ashlands is almost 100x100 per square give or take a few meters. 300 meters from the ridge south of the blue side ridge.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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voidfaction
Nos Nothi
475
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Posted - 2014.08.31 03:38:00 -
[21171] - Quote
Iron Wolf Saber wrote:Cass Caul wrote:Those don't look to scale. Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius EDIT: Ah, I see what you did there. You're assuming that each area is 100x100m. They are not. There either is, or was, a disclaimer in the maps section that says all maps are not sectioned off equally Ah I forgot there was some maps that were to scale at 100,100 per square others not so much; I forgot which ones specifically though. Like I said judge has the better scale maps than I do. On Ashland right now. It is 296m from D to E |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
6863
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Posted - 2014.08.31 03:40:00 -
[21172] - Quote
voidfaction wrote:Iron Wolf Saber wrote:Cass Caul wrote:Those don't look to scale. Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius EDIT: Ah, I see what you did there. You're assuming that each area is 100x100m. They are not. There either is, or was, a disclaimer in the maps section that says all maps are not sectioned off equally Ah I forgot there was some maps that were to scale at 100,100 per square others not so much; I forgot which ones specifically though. Like I said judge has the better scale maps than I do. On Ashland right now. It is 296m from D to E
Can confirm he is on Ashland.
Source: Am right behind him.
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Cass Caul
1016
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Posted - 2014.08.31 03:41:00 -
[21173] - Quote
Iron Wolf Saber wrote:Cass Caul wrote:Those don't look to scale. Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius EDIT: Ah, I see what you did there. You're assuming that each area is 100x100m. They are not. There either is, or was, a disclaimer in the maps section that says all maps are not sectioned off equally Ah I forgot there was some maps that were to scale at 100,100 per square others not so much; I forgot which ones specifically though. Like I said judge has the better scale maps than I do.
MCC at G-11 and the sniper location at C-5 are over 600m apart, for Ashland
While the MCC at H-0 and [B] at h-6 is also more than 600m apart, for Fractured Road
I blame her for nova knife kills on tanks
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Iron Wolf Saber
Den of Swords
16244
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Posted - 2014.08.31 03:43:00 -
[21174] - Quote
Cass Caul wrote:Iron Wolf Saber wrote:Cass Caul wrote:Those don't look to scale. Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius EDIT: Ah, I see what you did there. You're assuming that each area is 100x100m. They are not. There either is, or was, a disclaimer in the maps section that says all maps are not sectioned off equally Ah I forgot there was some maps that were to scale at 100,100 per square others not so much; I forgot which ones specifically though. Like I said judge has the better scale maps than I do. MCC at G-11 and the sniper location at C-5 are over 600m apart, for Ashland While the MCC at H-0 and [B] at h-6 is also more than 600m apart, for Fractured Road
That's helpful will redraw.
CPM 1
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Cass Caul
1016
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Posted - 2014.08.31 03:48:00 -
[21175] - Quote
voidfaction wrote: On Ashland right now. It is 296m from D to E
lol, the distance between [E] and [D] on Ashland is closer than [A] and [B] on fractured road.
I blame her for nova knife kills on tanks
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voidfaction
Nos Nothi
475
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Posted - 2014.08.31 03:52:00 -
[21176] - Quote
Ghost Kaisar wrote:voidfaction wrote:Iron Wolf Saber wrote:Cass Caul wrote:Those don't look to scale. Ashland looks like it has has 600m diameter, while fracture road looks like a 600m radius EDIT: Ah, I see what you did there. You're assuming that each area is 100x100m. They are not. There either is, or was, a disclaimer in the maps section that says all maps are not sectioned off equally Ah I forgot there was some maps that were to scale at 100,100 per square others not so much; I forgot which ones specifically though. Like I said judge has the better scale maps than I do. On Ashland right now. It is 296m from D to E Can confirm he is on Ashland. Source: Am right behind him. Don't be looking at my nice green butt
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voidfaction
Nos Nothi
475
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Posted - 2014.08.31 04:00:00 -
[21177] - Quote
Cass Caul wrote:voidfaction wrote: On Ashland right now. It is 296m from D to E
lol, the distance between [E] and [D] on Ashland is closer than [A] and [B] on fractured road. sorry i was not on fractured road to get distance for scaling. ill update when i get on that map
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Iron Wolf Saber
Den of Swords
16246
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Posted - 2014.08.31 04:21:00 -
[21178] - Quote
Based on Case's reckoning
http://imgur.com/5DtdJop http://i.imgur.com/11N6FVy.jpg
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Cass Caul
1017
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Posted - 2014.08.31 04:42:00 -
[21179] - Quote
next step is to shade out where you can't actually hit target
I blame her for nova knife kills on tanks
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voidfaction
Nos Nothi
477
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Posted - 2014.08.31 05:24:00 -
[21180] - Quote
Cass Caul wrote:next step is to shade out where you can't actually hit target next step would be to show where a sniper that don't camp redline or towers might snipe from. Oh wait that could be anywhere so there would not need to be a shaded area for them and because they play with risk deserve more dmg where the redline tower camping heavies don't need more dmg because they risk nothing.
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