Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Spirit Charm
Seykal Expeditionary Group Minmatar Republic
24
|
Posted - 2013.07.22 03:26:00 -
[61] - Quote
shudda up. MD and FL are not op. I barely hit anyone with it and when I do it chips them. SO shuda up with dat sht. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
103
|
Posted - 2013.07.22 04:39:00 -
[62] - Quote
XxGhazbaranxX wrote:ALPHA DECRIPTER wrote:
Shotguns - It's all about stratigy as if you mess up then you're dead... period.
Shotguns are a weapon that shoot at 85.7 shots per minute, fastest mass driver is 75. No mass driver has the ability to kill an opponent with splash damage in one shot. If you aren't using the shotgun to get behind your opponent and blap him for full damage which is fairly easy with scout suits, then the weapon is being used incorrectly. Strafing speed of these suits even at militia level is beyond the need to make your opponent miss repeatedly while you use your spread to kill or injure him and GTFO. So no, you don't only have one shot to kill a guy and the strategy is not fubared by one single mistake.
ALPHA DECRIPTER wrote:
Scrambler/Sniper rifle - This can only be done by actually lining up your shots and hitting the target. Do you know what happens if you mess up? You get hunted down like a dog and put down. What happens when you miss with a MD? You damage the guy anyway AND you still get a few more rapid shots to kill not only your target but a few of his buddies as well.
Sniper rifles are in a little cozy nest and need not worry about most half the things a mass driver user has to worry about. As for the scrambler rifle, he has options. Either use his charge shot or is assault capabilities of rapid fire. The user is the one that chooses in which way to manage his weapon and his overheat prevention strategy. The second point about the statement above is: Rapid shots on a mass driver? I don't know what mass driver you have been against but mass driver are less than rapid. For those less than willing to actually look up the stats of weapons before raging against any post made to defend the mass driver, I have some numbers for you. Example militia assault 750 shots per minute = 10 shots for every 1 shot of the ec-3 assault mass driver (75 shots per minute fastest mass driver and is advanced compared to militia) mass driver damage done = 73 max 93 with damage mods / militia assault rifle damage done without damage mods = 350.
Militia assault rifle vs exo-5 (60 rounds per minute advanced) mass driver = 1 mass driver round per every 12 militia assault rifle rounds. Total damage of the mass driver is 121 max 150 with 1 damage mod and spec / militia assault rifle damage no mods or
As you can see even if half the shots of a militia assaut rifle hits the target they are still hitting for either more or the same damage as advanced tier mass drivers with a damage mod and proficiency. As for killing him and his buddies, I already posted something about that on my last post.
ALPHA DECRIPTER wrote:
It's true that these are "Spray and pray" weapons but think of what would happen if even a skilled player tried to line up there shots on you. You would blow them to hell as you DON'T have to line up your shots and there for they have no chance. The "pray" is not that they hit you but that you DON'T hit them!
In relation to lining up shots; don't talk to me about lining up shots when your spraying. As stated in the above defense, even if only half the bullets on the militia assault rifle ( no mods or spec) hit the target they are still outdoing or matching the damage of an advanced tier mass driver with damage mods and proficiency into it. And a simple FYI. Mass driver users have to line up shots. Some of them are very tricky in fact if you ever try killing someone thats above you. If someone is far away you have to compensate the arc and lead the target (shoot in front to be able to cause damage) If he is on level ground and going 1 vs 1 we have to take care in cooking our grenades ( no other weapon NEEDS this). I'll add more. We have to be even more careful with our shots because more times than not we find ourselves without any ammo. Assault rifle users on the other hand have 300 rounds minimum for a total of 10,200 damage in the the gun unspecced and unmodded. The potential damage of a mass driver, focusing on splash, is 2,700 damage (taking into account it being an advanced weapon 1 complex damage mod and level 3 proficiency rounded). Even if we where to only count direct hits, which are rare indeed, would only be 5,303. So I still don't know what all the fuss is about.
ALPHA DECRIPTER wrote:Don't like the poste? DON'T F*****G READ IT! You know what it's going to be about b4 you even click on it so if you know it's going to annoy you then just pass it up instead of commenting on it which will, in turn, bump it back to page 1 causing more people to comment and eventually "make a big scene". `sigh. That felt good If saying all that made you feel good. I urge you to read the last two sentences of my last post so you understand that you dont have to play this game if you don't like the mechanics and are a worthless shot.
Stop playing? Lol I played CoD so a little noob tube is not gonna make me put down the game that easy My feelings aren't going to change, EVER! so there's no point in trying to convince me otherwise. I'm not delusional in the fact that you are the same so continuing this argument would be a serous waste of time for the both of us, right? With that being said I'm gonna walk away with the fact that MD has an advantage over anyone! That's how I feel, that's my opinion. I'm sick of wasting the other player's time with walls of text. Good day and good luck in you future endeavors. (Still feels good ) |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.22 06:44:00 -
[63] - Quote
ALPHA DECRIPTER wrote:Stop playing? Lol I played CoD so a little noob tube is not gonna make me put down the game that easy My feelings aren't going to change, EVER! so there's no point in trying to convince me otherwise. I'm not delusional in the fact that you are the same so continuing this argument would be a serous waste of time for the both of us, right? With that being said I'm gonna walk away with the fact that MD has an advantage over anyone! That's how I feel, that's my opinion. I'm sick of wasting the other player's time with walls of text. Good day and good luck in you future endeavors. (Still feels good )
You know what they say ignorance is bliss. |
Cosgar
ParagonX
2930
|
Posted - 2013.07.22 08:02:00 -
[64] - Quote
Link
Cosgar wrote:So after spending the entire weekend on one of my alts (Minmatar Assault) with dual flaylocks, Flaylock/AR, Flaylock/SMG, I have some thoughts to share. The idea of an alpha strike sidearm is interesting and creative, making the flaylock a fun to use weapon. If balanced properly, the flaylock should be at least powerful enough to be considered as a main weapon but with enough drawbacks to add some risk to the rewards of getting a kill with it. As of right now, we have a highly damaging weapon that's easy to fit, has plenty of ammo, and can be spammed for ungodly amounts of DPS. Personally, the damage and blast radius are fine, but it's the lenient fitting, high ammo capacity, and how easy you can spam shots that make the flaylock a problem: Acessability Overall, the CPU/PG requirements have to be raised so everyone and the mother can't equip it and go buck wild. I'm thinking we make the costs significantly higher while taking a page from the specialist shotgun sub variant with more lenient requirements for the specialist pistols at the cost of ammunition capacity. (9~12 rounds) This way, you get a variant that's easier to equip, but doesn't have enough ammo to go around spamming while the standard ones have a decent ammo supply but require more CPU/PG so they have to give something up to fit it. This would be a good way to diminish a dual flaylock user's ammo capacity since they wouldn't be able to fit dual prototypes as well. The breach could probably benifit from a revamp as well, with a CPU/PG requirement similar to the specialists, but a splash or damage buff to make it more viable at the cost of the smaller clip. Splash radius scaling is another issue that might need to be addressed since explosive weapons are more consistent in the the latest patch and the desynch issues are completely gone. But keep in mind that if the splash damage is reduced, damage might need to be increased across the board to compensate to keep the reward side of risk vs reward consistent while keeping the flaylock viable. Preventing Spam As I've already mentioned, it's not the damage that makes the flaylock imbalanced- it's the spam. So one good option would be to simply reduce the weapons RoF. (somewhere in the neighborhood of 60~70 rpm) This would cut down the rocket spam significantly, allowing someone on the opposing end to have a chance to fight back while forcing the user to aim. The flaylock already has a slower moving projectile compared to DoT based weapons, so this would force the user to make those shots matter more in an encounter instead of lobbing missiles in someone's general direction, hoping for a kill. Reload speed and ammunition capacity can remain untouched, but the damage might need a slight increase to keep with the weapons spike damage theme, keeping it more viable in CQC/Close engagements while requiring skill at mid range and beyond. Making this change would also significantly affect people using dual flaylocks as well since the advantage of having two of them is significantly reduced. Another option to prevent spamming would be to reduce the ammunition capacity. One of things that keeps the MD balanced is that it has terrible field longevity. With 18 rounds (24 for the assault) you have to really choose your engagements with the MD while either staying in proximity of a supply depot or keeping a steady supply of nanohives. With 21 shots in reserve, the flaylock doesn't have this problem and has field longevity comparable to a riskier spike damage weapons like the shotgun. Reducing the reserve ammo down to maybe 12~9 rounds (9~6 for the specialist) would force a flaylock user to carefully choose when to engage and make nanohives a requirement when using it as a main weapon. Damage and splash could stay relatively same with this option because the weapon would be significantly starved, cutting down its field longevity. This wouldn't affect dual users as much at a glance, but with my idea of increasing the CPU/PG requirements as mentioned above, they would most likely be restricted to dual specialists anyway. Reducing the reload speed could be another route. As of right now, the flaylock has a 0.5 sec faster reload speed than an AR. For as much damage as it does, there's no real risk in spamming rockets since you can simply pop in another clip in 2.5 seconds. By increasing how fast you need to reload would be a good way to give someone on the opposing end a chance to fight back and force the weapons' user have to make sure those 3-4 rockets connect. Now with this idea, we have to consider how it would affect players using dual flaylocks. So making significant changes to rate of fire or ammo capacity would still need to be considered as well. This is still a viable option, but would require the most work in the long run compared to the others. These are only a few options I have in regards to spamming. I have some more in regards to splash damage and falloff. I'll probably get around to it after some more testing. But whatever changes CCP makes, I hope they keep it as a highly damaging weapon, but make it riskier to use outside of its niche situation because it really is a fun to use weapon. Subjected to periodical edits for grammar.
|
Iyllaria Dai
prophecy of the fallen
22
|
Posted - 2013.07.22 08:40:00 -
[65] - Quote
Quote:Stop playing? Lol I played CoD
That says it all.. Everything you have said is now invalid...
THIS IS NOT CoD.. it requires skill here.. Unlike Crap on Disc.
|
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
156
|
Posted - 2013.07.22 09:16:00 -
[66] - Quote
Cosgar wrote:LinkCosgar wrote:So after spending the entire weekend on one of my alts (Minmatar Assault) with dual flaylocks, Flaylock/AR, Flaylock/SMG, I have some thoughts to share. The idea of an alpha strike sidearm is interesting and creative, making the flaylock a fun to use weapon. If balanced properly, the flaylock should be at least powerful enough to be considered as a main weapon but with enough drawbacks to add some risk to the rewards of getting a kill with it. As of right now, we have a highly damaging weapon that's easy to fit, has plenty of ammo, and can be spammed for ungodly amounts of DPS. Personally, the damage and blast radius are fine, but it's the lenient fitting, high ammo capacity, and how easy you can spam shots that make the flaylock a problem: Acessability Overall, the CPU/PG requirements have to be raised so everyone and the mother can't equip it and go buck wild. I'm thinking we make the costs significantly higher while taking a page from the specialist shotgun sub variant with more lenient requirements for the specialist pistols at the cost of ammunition capacity. (9~12 rounds) This way, you get a variant that's easier to equip, but doesn't have enough ammo to go around spamming while the standard ones have a decent ammo supply but require more CPU/PG so they have to give something up to fit it. This would be a good way to diminish a dual flaylock user's ammo capacity since they wouldn't be able to fit dual prototypes as well. The breach could probably benifit from a revamp as well, with a CPU/PG requirement similar to the specialists, but a splash or damage buff to make it more viable at the cost of the smaller clip. Splash radius scaling is another issue that might need to be addressed since explosive weapons are more consistent in the the latest patch and the desynch issues are completely gone. But keep in mind that if the splash damage is reduced, damage might need to be increased across the board to compensate to keep the reward side of risk vs reward consistent while keeping the flaylock viable. Preventing Spam As I've already mentioned, it's not the damage that makes the flaylock imbalanced- it's the spam. So one good option would be to simply reduce the weapons RoF. (somewhere in the neighborhood of 60~70 rpm) This would cut down the rocket spam significantly, allowing someone on the opposing end to have a chance to fight back while forcing the user to aim. The flaylock already has a slower moving projectile compared to DoT based weapons, so this would force the user to make those shots matter more in an encounter instead of lobbing missiles in someone's general direction, hoping for a kill. Reload speed and ammunition capacity can remain untouched, but the damage might need a slight increase to keep with the weapons spike damage theme, keeping it more viable in CQC/Close engagements while requiring skill at mid range and beyond. Making this change would also significantly affect people using dual flaylocks as well since the advantage of having two of them is significantly reduced. Another option to prevent spamming would be to reduce the ammunition capacity. One of things that keeps the MD balanced is that it has terrible field longevity. With 18 rounds (24 for the assault) you have to really choose your engagements with the MD while either staying in proximity of a supply depot or keeping a steady supply of nanohives. With 21 shots in reserve, the flaylock doesn't have this problem and has field longevity comparable to a riskier spike damage weapons like the shotgun. Reducing the reserve ammo down to maybe 12~9 rounds (9~6 for the specialist) would force a flaylock user to carefully choose when to engage and make nanohives a requirement when using it as a main weapon. Damage and splash could stay relatively same with this option because the weapon would be significantly starved, cutting down its field longevity. This wouldn't affect dual users as much at a glance, but with my idea of increasing the CPU/PG requirements as mentioned above, they would most likely be restricted to dual specialists anyway. Reducing the reload speed could be another route. As of right now, the flaylock has a 0.5 sec faster reload speed than an AR. For as much damage as it does, there's no real risk in spamming rockets since you can simply pop in another clip in 2.5 seconds. By increasing how fast you need to reload would be a good way to give someone on the opposing end a chance to fight back and force the weapons' user have to make sure those 3-4 rockets connect. Now with this idea, we have to consider how it would affect players using dual flaylocks. So making significant changes to rate of fire or ammo capacity would still need to be considered as well. This is still a viable option, but would require the most work in the long run compared to the others. These are only a few options I have in regards to spamming. I have some more in regards to splash damage and falloff. I'll probably get around to it after some more testing. But whatever changes CCP makes, I hope they keep it as a highly damaging weapon, but make it riskier to use outside of its niche situation because it really is a fun to use weapon. Subjected to periodical edits for grammar.
Very well thought out. While reading this I realized your are right. The rocket spam and ammo capacity is what's making the weapon so devastating. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
756
|
Posted - 2013.07.22 09:17:00 -
[67] - Quote
halii oloektan wrote:Flaylock pistols should be removed.
Mass drivers need to be re balanced.
Meh If I can get over it then so can you.... half a week ago I was at that point too.... these guns need no nerf Armour needs its goddamned buff! |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
104
|
Posted - 2013.07.22 09:46:00 -
[68] - Quote
True Adamance wrote:halii oloektan wrote:Flaylock pistols should be removed.
Mass drivers need to be re balanced.
Meh If I can get over it then so can you.... half a week ago I was at that point too.... these guns need no nerf Armour needs its goddamned buff!
Buff Armor? eh.. I suppose that could work.
|
Cosgar
ParagonX
2939
|
Posted - 2013.07.22 09:56:00 -
[69] - Quote
ALPHA DECRIPTER wrote:True Adamance wrote:halii oloektan wrote:Flaylock pistols should be removed.
Mass drivers need to be re balanced.
Meh If I can get over it then so can you.... half a week ago I was at that point too.... these guns need no nerf Armour needs its goddamned buff! Buff Armor? eh.. I suppose that could work. Not necessarily a buff, but more tanking options. Shields can passive, regen, and buffer tank all at the same time. Armor has to choose between buffer or getting blown up. Shields still outdo armor in EVE, but armor has the option of being able to use resistance modules which theoretically increase HP by taking less damage, and not taking a speed penalty in the process. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
104
|
Posted - 2013.07.22 10:03:00 -
[70] - Quote
Iyllaria Dai wrote:Quote:Stop playing? Lol I played CoD That says it all.. Everything you have said is now invalid... THIS IS NOT CoD.. it requires skill here.. Unlike Crap on Disc.
- I never said this is CoD. I merely referenced the fact that grenade launchers are OP and overused in some CoD games. They are deemed an even bigger nuisance then the MD in DUST.
- In CoD the person with the most skill will win in a 1v1 encounter. In DUST it's the person with the best gear.
- I take it your the type of player that would go 0-30 right? lol yea don't deny it.
The only REAL problem with CoD is the people that attempt to exploit every part of the game to get an edge. The game it self is actually really good. I came to DUST to get away from those types of players... Sucks that it seems they are everywhere. |
|
Iyllaria Dai
prophecy of the fallen
22
|
Posted - 2013.07.22 13:22:00 -
[71] - Quote
ALPHA DECRIPTER wrote:Iyllaria Dai wrote:Quote:Stop playing? Lol I played CoD That says it all.. Everything you have said is now invalid... THIS IS NOT CoD.. it requires skill here.. Unlike Crap on Disc.
- I never said this is CoD. I merely referenced the fact that grenade launchers are OP and overused in some CoD games. They are deemed an even bigger nuisance then the MD in DUST.
- In CoD the person with the most skill will win in a 1v1 encounter. In DUST it's the person with the best gear.
- I take it your the type of player that would go 0-30 right? lol yea don't deny it.
The only REAL problem with CoD is the people that attempt to exploit every part of the game to get an edge. The game it self is actually really good. I came to DUST to get away from those types of players... Sucks that it seems they are everywhere.
If you think CoD takes ANY skill you are sadly confused. CoD takes NO skill, quick scoping, unrealistic hit zones, almost every weapon is just a spam of bullets. I mean seriously, the Tomahawk does insta-kill? Watch most kill-cams and you will see there was NO skill just a stream of bullets.
Sorry to disappoint, but I stopped playing CoD because it was a spam-fest. No skill needed. BF3 has slightly more skill needed.
If you think in Dust it's best gear.. then you obviously lack both skill and common sense. Gear does play a role, but if you are stupid enough to run a militia gear against a proto, then you deserve to die. Not to say that Militia won't kill Proto. Seen it happen, done it myself. Hence where skill and knowing what to do comes in to play.
Those who compare Dust to CoD almost always fail at Dust. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
107
|
Posted - 2013.07.22 13:32:00 -
[72] - Quote
disappointed? Me? lol nah I just call it like I sees it. If you don't like something then don't like it, I realy don't care.
Real curious why you getting so heated about such a trivial subject. Relax, go play BF3 or w/e you're into and come back when you're ready to get back on topic, ok?
Btw I actually do quite well in DUST, if I didn't then I probably would've quit after day one.
Have a nice life. |
Killar-12
Intrepidus XI EoN.
232
|
Posted - 2013.07.22 15:12:00 -
[73] - Quote
Spirit Charm wrote:shudda up. MD and FL are not op. I barely hit anyone with it and when I do it chips them. SO shuda up with dat sht. and the award for worst gamer ever goes to.... |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
123
|
Posted - 2013.07.22 15:21:00 -
[74] - Quote
Killar-12 wrote:Spirit Charm wrote:shudda up. MD and FL are not op. I barely hit anyone with it and when I do it chips them. SO shuda up with dat sht. and the award for worst gamer ever goes to....
The first person in the history of shooters to have trouble hitting something with a grenade launcher |
fansythat
Psygod9 RISE of LEGION
0
|
Posted - 2013.07.22 15:28:00 -
[75] - Quote
Flaylocks are fine the way they are there made to compete with heavys and caldari logis CCP should sto nerfing and start implementing and buffing wepons cause there making it super hard to use half the gun anyone seee a plasma cannon in use with a team of laser rifles with him? |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
123
|
Posted - 2013.07.22 15:33:00 -
[76] - Quote
fansythat wrote:Flaylocks are fine the way they are there made to compete with heavys and caldari logis CCP should sto nerfing and start implementing and buffing wepons cause there making it super hard to use half the gun anyone seee a plasma cannon in use with a team of laser rifles with him?
um... yea you have a point actually. Plasmas are so rare to see. I think I seen like 3 maybe 4 players using them this month. About 6 since I've been playing. Those things must be seriously UP. |
Killar-12
Intrepidus XI EoN.
232
|
Posted - 2013.07.22 15:35:00 -
[77] - Quote
fansythat wrote:Flaylocks are fine the way they are there made to compete with heavys and caldari logis CCP should sto nerfing and start implementing and buffing wepons cause there making it super hard to use half the gun anyone seee a plasma cannon in use with a team of laser rifles with him? ............................................________ ....................................,.-'"...................``~., .............................,.-"..................................."-., .........................,/...............................................":, .....................,?......................................................, .................../...........................................................,} ................./......................................................,:`^`..} .............../...................................................,:"........./ ..............?.....__.........................................:`.........../ ............./__.(....."~-,_..............................,:`........../ .........../(_...."~,_........"~,_....................,:`........_/ ..........{.._$;_......"=,_......."-,_.......,.-~-,},.~";/....} ...........((.....*~_......."=-._......";,,./`..../"............../ ...,,,___.`~,......"~.,....................`.....}............../ ............(....`=-,,.......`........................(......;_,,-" ............/.`~,......`-...................................../ .............`~.*-,.....................................|,./.....,__ ,,_..........}.>-._...................................|..............`=~-, .....`=~-,__......`,................................. ...................`=~-,,.,............................... ................................`:,,...........................`..............__ .....................................`=-,...................,%`>--==`` ........................................_..........._,-%.......` ..................................., Try an AR they kill anything that moves |
Cosgar
ParagonX
2979
|
Posted - 2013.07.22 15:37:00 -
[78] - Quote
ALPHA DECRIPTER wrote:fansythat wrote:Flaylocks are fine the way they are there made to compete with heavys and caldari logis CCP should sto nerfing and start implementing and buffing wepons cause there making it super hard to use half the gun anyone seee a plasma cannon in use with a team of laser rifles with him? um... yea you have a point actually. Plasmas are so rare to see. I think I seen like 3 maybe 4 players using them this month. About 6 since I've been playing. Those things must be seriously UP. I've seen quite a few. Actually a guy in my corp was trolling all day with one and went 14-3. (2 deaths killing himself) I said before that it should be the default weapon for AV starter fits so new players could use it like the n00b tube in CoD. That'd be a great way to narrow the huge gap we have between new players and veterans. |
Iyllaria Dai
prophecy of the fallen
23
|
Posted - 2013.07.22 15:39:00 -
[79] - Quote
fansythat wrote:Flaylocks are fine the way they are there made to compete with heavys and caldari logis CCP should sto nerfing and start implementing and buffing wepons cause there making it super hard to use half the gun anyone seee a plasma cannon in use with a team of laser rifles with him?
Actually Flaylocks are off balance.
The splash of a FP is about 90% of it's direct damage. In a splash radius of 2M, the exo-5 MD has a splash damage of about 40% of it's direct and a splash radius of 2.5M.
Not to mention the speed between rounds, and the reload speed of a pistol.
No pistol should be on par with a heavies. Nor should a sidearm be even with a primary weapon. They are used to complement or fill an absence with the primary, not serve as one.
|
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
123
|
Posted - 2013.07.22 15:41:00 -
[80] - Quote
I suppose if you compare the two (plasma and swarm) the plasma would be something players would be more familiar with. And this would also mean that you would have to spec into av(for the swarm) in order to really be effective. |
|
Beeeees
KILL-EM-QUICK RISE of LEGION
48
|
Posted - 2013.07.22 16:47:00 -
[81] - Quote
Some people in here have serious trouble discerning between "is OP" and "has the potential to be OP".
Case 1: Gang-bang Some whine about how they get obliterated by packs of massholes, and want them nerfed. I dont see anyone complaining about being obliterated by ARblobs, honestly. Why that? Duvolle totally being UP and an underdog in any given situation? Must be that.
Check this out: once there is stacking in place, the game stops being AR 514. The game stops being AR 514, and you dont like it one bit.
Case closed.
Case 2: Death from Above Some whine how they get obliterated by single massholes from higher grounds. I dont see anyone complaining about being shot in the cranium from higher grounds for extensive amounts of time over and over again.
Check this out: ground advantage is a real thing. Like, a real real thing. If you get your ass blasted by an MD from above, you got your ass blasted by ground advantage. Your refusal to acknowledge its existence does not magically make it go away.
Case closed.
Case 3: The Balanced Meal Some whine about being being blasted by flux grenades and then hammered with MDs into oblivion. I dont see anyone complaining about being blasted by grenades of any kind, and the unlikely cases of survival then being hammered by ARs and SMGs.
Guess what: A weapon that requires the use of another weapon to be effective in any way is very unlikely to be overpowered.
Case closed.
Case 4: The Assembly Line Some whine about being softened up by massholes and finished off by their ARseholes buddies, or being softened up by ARseholes and then swiftly blown to the next CRU by their masshole buddies. I dont see anyone ever complaining about being softened up by SRs and finished of by ARs. I wonder why?
Guess what: Combined armes tactics are a real thing too. You dont like people to push your brown matter deep down the abyss using strategy and tactics like they are some kind of no-skill scrubs. Pardon me, not using your strategy and tactics. Strategy and tactics are fine.
Case closed.
Verdict: They are making me leave my comfort zone, CCP please nerf!
HTFU |
Cosgar
ParagonX
2991
|
Posted - 2013.07.22 16:56:00 -
[82] - Quote
ALPHA DECRIPTER wrote:I suppose if you compare the two (plasma and swarm) the plasma would be something players would be more familiar with. And this would also mean that you would have to spec into av(for the swarm) in order to really be effective. Exactly!
I''m pretty sure people neglected swarm launchers because they weren't dumb fire and never specced into them. So you wind up with players using 3 fittings, all ARs and almost 0 incentive to use something different. Even inexperienced FPS players who like New Eden deserve a krutch. Essentially, the plasma cannon is a rocket launcher, a poorly designed, difficult to use rocket launcher. I'd say make the shots fire straight, slightly faster, get rid of the charging mechanic, and make the operation skill pertain to damage or radius, while creating a militia variant for starter fits. Instant n00b tube. |
Killar-12
Intrepidus XI EoN.
235
|
Posted - 2013.07.22 17:21:00 -
[83] - Quote
Cosgar wrote:ALPHA DECRIPTER wrote:I suppose if you compare the two (plasma and swarm) the plasma would be something players would be more familiar with. And this would also mean that you would have to spec into av(for the swarm) in order to really be effective. Exactly! I''m pretty sure people neglected swarm launchers because they weren't dumb fire and never specced into them. So you wind up with players using 3 fittings, all ARs and almost 0 incentive to use something different. Even inexperienced FPS players who like New Eden deserve a krutch. Essentially, the plasma cannon is a rocket launcher, a poorly designed, difficult to use rocket launcher. I'd say make the shots fire straight, slightly faster, get rid of the charging mechanic, and make the operation skill pertain to damage or radius, while creating a militia variant for starter fits. Instant n00b tube. Idea for starter Fits
Caldari Starters Frontline Rail Rifle+Bolt Pistol+Nanohive Medic same as Frontline but with injector and Magsec SMG AV Swarms+Bolt Pistol Specialty Fit Sniper Rifle+Magsec SMG
Gallente Starters Frontline Blaster Rifle + Ion Pistol + Active Scanner Medic Same as Frontline with injector AV Plasma Cannon + Ion Pistol Specialty Fit Shotgun + Ion Pistol
Amarr Starters Frontline Scrambler Rifle+Bolt Pistol+Drop Pads Medic same as Frontline but with injector and Scrambler Pistol AV Amarr light AV weapon +Scrambler Pistol Specialty Fit Laser Rifle + Scrambler Pistol
Minnie Starters Frontline Combat Rifle+ Flaylock + RE Medic same as Frontline but with injector and SMG AV Minnie AV weapon +SMG Specialty Fit Mass Driver+SMG
All Militia Variants
Mlt Plasma Cannon will have current Plasma Cannon all other PLC's will have greater Direct damage Mlt Active Scanner will have have longer cooldown time Mlt Sc Rifle will have higher heat cost per shot Mlt Laser Rifle will have longer cooldown speed Mlt RE's can have 1 RE at a time Mlt Flaylock will have 2 shots per mag and 10 total shots Mlt MD will have 4 shots per mag and the 3 meter AoE |
Meeko Fent
Seituoda Taskforce Command Caldari State
338
|
Posted - 2013.07.22 19:00:00 -
[84] - Quote
Killar-12 wrote:Cosgar wrote:ALPHA DECRIPTER wrote:I suppose if you compare the two (plasma and swarm) the plasma would be something players would be more familiar with. And this would also mean that you would have to spec into av(for the swarm) in order to really be effective. Exactly! I''m pretty sure people neglected swarm launchers because they weren't dumb fire and never specced into them. So you wind up with players using 3 fittings, all ARs and almost 0 incentive to use something different. Even inexperienced FPS players who like New Eden deserve a krutch. Essentially, the plasma cannon is a rocket launcher, a poorly designed, difficult to use rocket launcher. I'd say make the shots fire straight, slightly faster, get rid of the charging mechanic, and make the operation skill pertain to damage or radius, while creating a militia variant for starter fits. Instant n00b tube. Idea for starter Fits Caldari Starters Frontline Rail Rifle+Bolt Pistol+Nanohive Medic same as Frontline but with injector and Magsec SMG AV Swarms+Bolt Pistol Specialty Fit Sniper Rifle+Magsec SMG Gallente Starters Frontline Blaster Rifle + Ion Pistol + Active Scanner Medic Same as Frontline with injector AV Plasma Cannon + Ion Pistol Specialty Fit Shotgun + Ion Pistol Amarr Starters Frontline Scrambler Rifle+Bolt Pistol+Drop Pads Medic same as Frontline but with injector and Scrambler Pistol AV Amarr light AV weapon +Scrambler Pistol Specialty Fit Laser Rifle + Scrambler Pistol Minnie Starters Frontline Combat Rifle+ Flaylock + RE Medic same as Frontline but with injector and SMG AV Minnie AV weapon +SMG Specialty Fit Mass Driver+SMG All Militia Variants Mlt Plasma Cannon will have current Plasma Cannon all other PLC's will have greater Direct damage Mlt Active Scanner will have have longer cooldown time Mlt Sc Rifle will have higher heat cost per shot Mlt Laser Rifle will have longer cooldown speed Mlt RE's can have 1 RE at a time Mlt Flaylock will have 2 shots per mag and 10 total shots Mlt MD will have 4 shots per mag and the 3 meter AoE Make a new thread about this.
Do it.
Please? |
Killar-12
Intrepidus XI EoN.
235
|
Posted - 2013.07.22 19:53:00 -
[85] - Quote
Meeko Fent wrote:Killar-12 wrote:Cosgar wrote:ALPHA DECRIPTER wrote:I suppose if you compare the two (plasma and swarm) the plasma would be something players would be more familiar with. And this would also mean that you would have to spec into av(for the swarm) in order to really be effective. Exactly! I''m pretty sure people neglected swarm launchers because they weren't dumb fire and never specced into them. So you wind up with players using 3 fittings, all ARs and almost 0 incentive to use something different. Even inexperienced FPS players who like New Eden deserve a krutch. Essentially, the plasma cannon is a rocket launcher, a poorly designed, difficult to use rocket launcher. I'd say make the shots fire straight, slightly faster, get rid of the charging mechanic, and make the operation skill pertain to damage or radius, while creating a militia variant for starter fits. Instant n00b tube. Idea for starter Fits Caldari Starters Frontline Rail Rifle+Bolt Pistol+Nanohive Medic same as Frontline but with injector and Magsec SMG AV Swarms+Bolt Pistol Specialty Fit Sniper Rifle+Magsec SMG Gallente Starters Frontline Blaster Rifle + Ion Pistol + Active Scanner Medic Same as Frontline with injector AV Plasma Cannon + Ion Pistol Specialty Fit Shotgun + Ion Pistol Amarr Starters Frontline Scrambler Rifle+Bolt Pistol+Drop Pads Medic same as Frontline but with injector and Scrambler Pistol AV Amarr light AV weapon +Scrambler Pistol Specialty Fit Laser Rifle + Scrambler Pistol Minnie Starters Frontline Combat Rifle+ Flaylock + RE Medic same as Frontline but with injector and SMG AV Minnie AV weapon +SMG Specialty Fit Mass Driver+SMG All Militia Variants Mlt Plasma Cannon will have current Plasma Cannon all other PLC's will have greater Direct damage Mlt Active Scanner will have have longer cooldown time Mlt Sc Rifle will have higher heat cost per shot Mlt Laser Rifle will have longer cooldown speed Mlt RE's can have 1 RE at a time Mlt Flaylock will have 2 shots per mag and 10 total shots Mlt MD will have 4 shots per mag and the 3 meter AoE Make a new thread about this. Do it. Please? Yeah 1 second |
IYLLARIA Nyte
prophecy of the fallen
1
|
Posted - 2013.07.22 20:04:00 -
[86] - Quote
Killar-12 wrote:Meeko Fent wrote:Killar-12 wrote:Cosgar wrote:ALPHA DECRIPTER wrote:I suppose if you compare the two (plasma and swarm) the plasma would be something players would be more familiar with. And this would also mean that you would have to spec into av(for the swarm) in order to really be effective. Exactly! I''m pretty sure people neglected swarm launchers because they weren't dumb fire and never specced into them. So you wind up with players using 3 fittings, all ARs and almost 0 incentive to use something different. Even inexperienced FPS players who like New Eden deserve a krutch. Essentially, the plasma cannon is a rocket launcher, a poorly designed, difficult to use rocket launcher. I'd say make the shots fire straight, slightly faster, get rid of the charging mechanic, and make the operation skill pertain to damage or radius, while creating a militia variant for starter fits. Instant n00b tube. Idea for starter Fits Caldari Starters Frontline Rail Rifle+Bolt Pistol+Nanohive Medic same as Frontline but with injector and Magsec SMG AV Swarms+Bolt Pistol Specialty Fit Sniper Rifle+Magsec SMG Gallente Starters Frontline Blaster Rifle + Ion Pistol + Active Scanner Medic Same as Frontline with injector AV Plasma Cannon + Ion Pistol Specialty Fit Shotgun + Ion Pistol Amarr Starters Frontline Scrambler Rifle+Bolt Pistol+Drop Pads Medic same as Frontline but with injector and Scrambler Pistol AV Amarr light AV weapon +Scrambler Pistol Specialty Fit Laser Rifle + Scrambler Pistol Minnie Starters Frontline Combat Rifle+ Flaylock + RE Medic same as Frontline but with injector and SMG AV Minnie AV weapon +SMG Specialty Fit Mass Driver+SMG All Militia Variants Mlt Plasma Cannon will have current Plasma Cannon all other PLC's will have greater Direct damage Mlt Active Scanner will have have longer cooldown time Mlt Sc Rifle will have higher heat cost per shot Mlt Laser Rifle will have longer cooldown speed Mlt RE's can have 1 RE at a time Mlt Flaylock will have 2 shots per mag and 10 total shots Mlt MD will have 4 shots per mag and the 3 meter AoE Make a new thread about this. Do it. Please? Yeah 1 second
The issue here is that they don't like to fix things to be right, they prefer to break them so the QQ'ers are happy. These make sense, so not going to happen.
|
Spirit Charm
Seykal Expeditionary Group Minmatar Republic
26
|
Posted - 2013.07.23 05:22:00 -
[87] - Quote
ALPHA DECRIPTER wrote:Killar-12 wrote:Spirit Charm wrote:shudda up. MD and FL are not op. I barely hit anyone with it and when I do it chips them. SO shuda up with dat sht. and the award for worst gamer ever goes to.... The first person in the history of shooters to have trouble hitting something with a grenade launcher Okay so its me then? I have two flaylock pistols and I switch to them after 3 shots for a total of 6. AND I STILL MISS! Not miss like oh its over his head. I mean miss like I shot the ground next to him and his life is untouched. ALSO. I am NOT the worse gamer ever. That is just bullsht to assume because I have an issue with a game that many ppl have an issue with that I am simply bad. IF anything. I am simply a victim of bad game design. |
Killar-12
Intrepidus XI EoN.
281
|
Posted - 2013.07.23 05:27:00 -
[88] - Quote
Spirit Charm wrote:ALPHA DECRIPTER wrote:Killar-12 wrote:Spirit Charm wrote:shudda up. MD and FL are not op. I barely hit anyone with it and when I do it chips them. SO shuda up with dat sht. and the award for worst gamer ever goes to.... The first person in the history of shooters to have trouble hitting something with a grenade launcher Okay so its me then? I have two flaylock pistols and I switch to them after 3 shots for a total of 6. AND I STILL MISS! Not miss like oh its over his head. I mean miss like I shot the ground next to him and his life is untouched. ALSO. I am NOT the worse gamer ever. That is just bullsht to assume because I have an issue with a game that many ppl have an issue with that I am simply bad. IF anything. I am simply a victim of bad game design. Give me 1 million ISK or this will get much worse |
calvin b
Molon Labe. League of Infamy
98
|
Posted - 2013.07.23 06:47:00 -
[89] - Quote
They are op the proof is when one side is a squad running Massdriver's and flaylock's and they destroy the other team. In ambush how many have lost and seen the other side have 40+ clones left due to this. Or you were in a skirmish and you could not take the objective because there was a squad sitting there spamming madddrivers and flaylocks while tossing contact nades. If you say very little its because you either do not play enough or your the side doing it. How can you take any objective if they are spamming every inch of the ground with explosives its impossible. The only thing that stops this is an orbital strike. This is madness, the only solution is to sit up on the hill and play sniper all day. No thank you. |
Killar-12
Intrepidus XI EoN.
286
|
Posted - 2013.07.23 06:49:00 -
[90] - Quote
calvin b wrote:They are op the proof is when one side is a squad running Massdriver's and flaylock's and they destroy the other team. In ambush how many have lost and seen the other side have 40+ clones left due to this. Or you were in a skirmish and you could not take the objective because there was a squad sitting there spamming madddrivers and flaylocks while tossing contact nades. If you say very little its because you either do not play enough or your the side doing it. How can you take any objective if they are spamming every inch of the ground with explosives its impossible. The only thing that stops this is an orbital strike. This is madness, the only solution is to sit up on the hill and play sniper all day. No thank you. How about only a Direct MD hit can Perma-kill
Use range or shield tank if you do either of those then you suck. |
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |