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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
dreth longbow
Zumari Force Projection Caldari State
4
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Posted - 2013.07.27 01:29:00 -
[151] - Quote
Bullets2yaface wrote:Thanks crybabies you won. Boo hoo hoo the flaylock killed me and its really strong ITS A ROCKET PISTOL MORONS all that crying isn't making you a better player. CCP this is a joke direct damage should be high on a rocket stop pandering to babies.Nerfing things isn't the answer how you gonna nerf the assault forge gun when people start crying about it? The flaylock does take skill to use and skill to avoid people that whine just suck its that simple always will be. Is my mass driver next cuz its OP? Final note if you can't leave weapons and suits alone you should refund people's sp it's not our fault when you decide that what we spec into is too much for people who haven't i don't have a problem losing to flaylocks, caldari logi or murder taxi people are just bitches.
This is a war game, everyone should not be nerfed to the lowest standard. All you people who are getting killed by someone who found a weapon and mastered its use, adapt and overcome. That is what war is all about, this game should not be all about AR's and keeping proto's alive. |
Dj grammer
Red Star. EoN.
20
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Posted - 2013.07.27 01:34:00 -
[152] - Quote
so core flaylock users who were just spam shooting the weapon, this is what happens to FoTM weapons being abused. ha |
dreth longbow
Zumari Force Projection Caldari State
4
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Posted - 2013.07.27 01:37:00 -
[153] - Quote
Absolute Idiom II wrote:If you are a tanker, then it's likely you haven't experienced being killed repeatedly and easily by flaylock pistols. Your opinion is therefore uninformed, even if your principle of HTFU is a fair starting position.
Oh not so, he may be a tanker but when he dies he loses way more than a proto. I have been playing for over 6 months and usally play as a sniper or a scout and let me tell you it sucks sitting with your proto up high killing people and then having someone with a mil sniper and free suit kill you, but that is the game, it sucks I just lost 100,000's and got killed by a free fit noob, all well that is war. People need to stop crying when they get killed, I have lost over 500k on a game before because of death taxis and did not want them change, why? I believe that if you are stupid enough to get run over you deserve to die. |
Dj grammer
Red Star. EoN.
20
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Posted - 2013.07.27 01:39:00 -
[154] - Quote
oh BTW their words, "When we originally designed the Flaylock, we wanted it to feel like a skillshot weapon." Wasn't meant to be a spammable weapon |
dreth longbow
Zumari Force Projection Caldari State
4
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Posted - 2013.07.27 01:47:00 -
[155] - Quote
jagen akim wrote:For the love of god leave LAVs alone!
Swarm launcher guys have it tough enough without you trying to cut out our bread and butter. With the exception of maybe the plasma cannon all other av weapons are superior to swarms, except when it comes to killing the basic lavs. Without a healthy number of basic lavs who would ever use a swarm launcher?
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards you
the only thing swarms excel at is killing basic lavs. All you need to keep down the numbers of lavs is just one proto swarm launcher on your team in a semi decent position. Every match I play i'm killing lavs, sometimes I have to kill 4 or 5 but it doesn't take long before even the worst taxi driver gives it up. Now, if you cut down on the number of lavs all the millions of sp I've put in to my av suit just became worthless. Yes, they will still be tanks and dropships but as I've stated above but they are fewer per match and better engaged with any other av weapon.
Some changes that would be nice to see
1 a nerf to logi lavs or if not a nerf at least make it worth killing! Ridiculous that it takes more shots for me to kill a logi lav than a tank but it only gives me a third of the points!
2 fix drop ship kills!! no more of this everybody jump out of the ship before it hits the ground so the aver doesn't get any kills! what other vehicle has this option?
3 another fix to drop ships. Its not really fun when I manage to bring one down but it hits a wall on the way down so I get an assist instead of a kill
4 Add an aggression timer. I take a gunnlogi down to a sliver of health but thanks to the long lock and slow travel times of swarms there is just enough time for him to jump out and recall the thing! Cool idea ccp! That kinda stuff doesn't fly in eve why does it here?
5 i'm not sure if this is just limited to swarms but while I will one shot a lav with a driver in it. If the lav is unoccupied it can take me as many as three shots to kill. I don't know if applies to all avs or just swarms but shouldn't it be easier to kill a lav that's empty and just sitting there?
6 Add a freaking re-sync button!! at one point or another all of will have to re-start the game either for mic issues, lag etc. would be nice if we could just choose restart instead of quitting game the reloading and going through the whole ps move info bit!
those 6 should be fixed no matter what class you are. on personal note I would like to see
1 swarms able to target neutrals. Every other weapon can!
2 bigger ammo pools (only slightly)
While I do not agree with everything he has said, I agree with most. One of the reasons I stopped using SL (I skilled all the way) was the smoke trail combined with the number of hits it takes to kill a tank and the fact that drop ships can outrun your missiles not realistic at all, if our military in real life can make a Missile launcher that can take out a destroyer, I would think that in the future a launcher would be able to take out a tank or drop ship in one or two or even three hits. Not even close to realistic as the games stands now.
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Clyffton Donovan
Fallen Angels Syndicate
20
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Posted - 2013.07.27 02:05:00 -
[156] - Quote
I think the changes to the ammo and pg skills should be added to many more weapons, not just the flaylock. I totally think this is a good change. |
Bullets2yaface
Red Star. EoN.
41
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Posted - 2013.07.27 03:27:00 -
[157] - Quote
Dj grammer wrote:so core flaylock users who were just spam shooting the weapon, this is what happens to FoTM weapons being abused. ha
Yea and thats what the nerf is really about so that not everyone in the game is using it but something else will replace it. They'll probably come after my mass driver next. Which if that is the case CCP please don't do anything beyond lowering clip size... P.S. its not like 6 barreled grenade launchers don't exist for all those people who keep saying "why do you need six rounds". |
IVIaster LUKE
Shadow Company HQ
1
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Posted - 2013.07.28 00:44:00 -
[158] - Quote
Would absolutely love some " Sticky " Remotes! |
GetSpooned
The dyst0pian Corporation Lokun Listamenn
0
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Posted - 2013.07.28 03:47:00 -
[159] - Quote
im not one to cry for respec but i do believe it is needed in this case!!!!!
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Dj grammer
Red Star. EoN.
22
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Posted - 2013.07.28 14:21:00 -
[160] - Quote
CommanderBolt wrote:Ein Robot wrote:Its a useless weapon now, just use AR its what everyone wants. I have just discovered the shotgun scout. I like the shotgun =D Found a love for mass drivers. Now I see why people say use a flux. Still learning the ropes with it though. |
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Dj grammer
Red Star. EoN.
22
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Posted - 2013.07.28 14:29:00 -
[161] - Quote
Bullets2yaface wrote:Dj grammer wrote:so core flaylock users who were just spam shooting the weapon, this is what happens to FoTM weapons being abused. ha Yea and thats what the nerf is really about so that not everyone in the game is using it but something else will replace it. They'll probably come after my mass driver next. Which if that is the case CCP please don't do anything beyond lowering clip size... P.S. its not like 6 barreled grenade launchers don't exist for all those people who keep saying "why do you need six rounds". There is no such thing as overkill please remember this
Actually picked up the Mass Driver and yes people there is a 6-barrel grenade launcher in real life. I came to the conclusion to use the weapon first before giving the weapon a verdict. "Don't judge a book by its cover." So I'm going to try every light weapon before giving the particular weapon a verdict. |
trollsroyce
Ametat Security Amarr Empire
618
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Posted - 2013.07.29 16:50:00 -
[162] - Quote
While the balancing initiative is pressing and sought after by the big masses, the #1 defining balance factor is aiming mechanics. Flaylock, mass driver, forge gun and contact grenades are powerful now that all aim based weapons are lacking in close range control accuracy.
With 1.4 aiming readjustment (and further along, with providing raw mouse input) the field will be different. Guns will hit stuff like you would expect. Flaylock users will die before they get the second or third shot more often. |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
1
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Posted - 2013.07.29 16:58:00 -
[163] - Quote
jagen akim wrote: (...)
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards you
Good post. If it's going to be so specific and risky using a swarm launcher, it should at least be a lot more powerful against vehicles. I think it's ok to outrun by a dropship, otherwise it would be practically impossible to pilot those things with swarm launchers around, but when it hits the damage should be more significant.
The smoke trail is definitely the worst aspect of the SL, i couldn't agree more. At least you could make the trail shorter, so the position of the shooter is not that obvious.
About LAV's, I'd be happy if you reduce the collision damage against infantry, since it's too easy to chase and kill a guy even when it's not running fast. |
God Anpu TheImmortal
The Pyramid Order Only The Famous
28
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Posted - 2013.07.30 05:45:00 -
[164] - Quote
JP Acuna wrote:jagen akim wrote: (...)
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards youu
Good post. If it's going to be so specific and risky using a swarm launcher, it should at least be a lot more powerful against vehicles. I think it's ok to outrun by a dropship, otherwise it would be practically impossible to pilot those things with swarm launchers around, but when it hits the damage should be more significant. The smoke trail is definitely the worst aspect of the SL, i couldn't agree more. At least you could make the trail shorter, so the position of the shooter is not that obvious. About LAV's, I'd be happy if you reduce the collision damage against infantry, since it's too easy to chase and kill a guy even when it's not running fast. u have to remember with the swarm launcher is kind of a no skill weapon other than leveling it up it locks on and does the rest. The rest of the av takes skill and position. No auto lock so why should u be rewarded.
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fragmentedhackslash
KILL ORDERS
1
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Posted - 2013.07.30 05:48:00 -
[165] - Quote
[quote=God Anpu TheImmortal] how the hell does it take skill to drop remote det on a turret? |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
1
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Posted - 2013.07.30 17:10:00 -
[166] - Quote
God Anpu TheImmortal wrote:JP Acuna wrote:jagen akim wrote: (...)
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards youu
Good post. If it's going to be so specific and risky using a swarm launcher, it should at least be a lot more powerful against vehicles. I think it's ok to outrun by a dropship, otherwise it would be practically impossible to pilot those things with swarm launchers around, but when it hits the damage should be more significant. The smoke trail is definitely the worst aspect of the SL, i couldn't agree more. At least you could make the trail shorter, so the position of the shooter is not that obvious. About LAV's, I'd be happy if you reduce the collision damage against infantry, since it's too easy to chase and kill a guy even when it's not running fast. u have to remember with the swarm launcher is kind of a no skill weapon other than leveling it up it locks on and does the rest. The rest of the av takes skill and position. No auto lock so why should u be rewarded.
Yes, but you are too vulnerable since you can't fight back against infantry with a SL. Besides, position is very important here too, you don't just stand there and shoot at a tank or LAV that's moving, the missiles are easily lost in the way unless you are very exposed. I agree with you on the fact that it's easy to operate, but that doesn't make it more efficient. |
fragmentedhackslash
KILL ORDERS
1
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Posted - 2013.07.31 23:47:00 -
[167] - Quote
CCP Wolfman wrote:Niuvo wrote:I like what I read. Operator splash back damage is a must! Forge gun too! They do splash the user if he is close enough..? I just blew myself up!
YES! OHH GOD YES! I've been waiting for the splash back to be fixed... no more ground spamming at your feet, no more point blank deaths, well until someone works out that it's fun o.O
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D legendary hero
THE WARRIORS OF LEGEND
509
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Posted - 2013.08.02 17:50:00 -
[168] - Quote
ok, so how about rebalancing these ARs? |
WILLKILLSON
ZIP EM UP
0
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Posted - 2013.08.03 06:26:00 -
[169] - Quote
D legendary hero wrote:ok, so how about rebalancing these ARs?
Touch the AR's that will likely happen. Too many play with AR's and would cry a storm if their weapon turned to mush and no longer killed in less that two seconds. All this re-aim talk and I never see much of a problem up close from attackers when in my face. There was that time when I actually had grenades to back them off from killing me in 2 seconds. I like having my hp narrowed down from across the board then be engaged close once i'm near death etc. I can lose with a boundless or core unloading clip in front of a milita rifle and lose with area damage applied and all in heavy armor full hp. I'm not a great player but I've played long enough to not be a casual gamer and I logged in a lot of hours, until recent. |
CHERNOBYLx
Ostrakon Agency Gallente Federation
0
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Posted - 2013.08.03 17:28:00 -
[170] - Quote
Direct damage is to much? WTF people run around with those things as primary weapons.. I say they didn't nerf them enough they basically did the same damage as mass drivers they're the pistol variants with 3 bullets. what they did to them in my opinion is still pretty stupid now you add bullets so basically 150 damage each hit but instead of 3 times now its 5 or 6 times so essentially nothing has really changed except now you cant kill a heavy in with 3 bullets or destroy a full health tank... as for grenades basically what they did was make you waste SP and made the grenades class 50% less effective. I can understand nerfing the amount of {600 damage mile long radius} contact grenades you get (all though if your off by a little bit It means your life to) but now they all do the exact same damage so there is no reason of leveling up to try and get those grenades when you can just use fused. as for the assault rifles while I admit they aren't supposed to have ultra-super across the map range they are rifles and they need to be able to hit far targets. I can also understand keeping mass drivers at the same damage those are actually believable. the only problem I have with "murder taxis" is the amount of shield and resistance they have, they are basically tanks.. they can take more punishment than my freaking gunloggi can which is really dumb. I understand they are logistics LAVs but then again my tank costs about 1.6m. so tell me; why did they nerf the biggest slowest most expensive things on the field? because some kids complained that their militia swarm launcher and their tier 1 AV grenades didn't break the shields right, right well here's a thought that you too at CCP should think about- Does that make any sense?
closing thoughts-(lol) - the only things that should be able to destroy tanks like nothing are vehicle based weapons like installations or... other tanks. oh and the precision strikes, not 1 guy with a wiyrkomi. either nerf anti vehicles or as a matter of fact I wont even say fully buff tanks... all I'm asking for is more resistance and maybe more pg/cpu for the enforcers seeing as how they are equivalent to prototype class stuff. |
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JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
1
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Posted - 2013.08.05 18:37:00 -
[171] - Quote
CHERNOBYLx wrote:Direct damage is to much? WTF people run around with those things as primary weapons.. I say they didn't nerf them enough they basically did the same damage as mass drivers they're the pistol variants with 3 bullets. what they did to them in my opinion is still pretty stupid now you add bullets so basically 150 damage each hit but instead of 3 times now its 5 or 6 times so essentially nothing has really changed except now you cant kill a heavy in with 3 bullets or destroy a full health tank... as for grenades basically what they did was make you waste SP and made the grenades class 50% less effective. I can understand nerfing the amount of {600 damage mile long radius} contact grenades you get (all though if your off by a little bit It means your life to) but now they all do the exact same damage so there is no reason of leveling up to try and get those grenades when you can just use fused. as for the assault rifles while I admit they aren't supposed to have ultra-super across the map range they are rifles and they need to be able to hit far targets. I can also understand keeping mass drivers at the same damage those are actually believable. the only problem I have with "murder taxis" is the amount of shield and resistance they have, they are basically tanks.. they can take more punishment than my freaking gunloggi can which is really dumb. I understand they are logistics LAVs but then again my tank costs about 1.6m. so tell me; why did they nerf the biggest slowest most expensive things on the field? because some kids complained that their militia swarm launcher and their tier 1 AV grenades didn't break the shields right, right well here's a thought that you too at CCP should think about- Does that make any sense?
closing thoughts-(lol) - the only things that should be able to destroy tanks like nothing are vehicle based weapons like installations or... other tanks. oh and the precision strikes, not 1 guy with a wiyrkomi. either nerf anti vehicles or as a matter of fact I wont even say fully buff tanks... all I'm asking for is more resistance and maybe more pg/cpu for the enforcers seeing as how they are equivalent to prototype class stuff.
Well, actually tanks are very annoying and pretty hard to destroy, they must be able to be taken by infantry weapons too. They even move fast enough to avoid swarm launchers. Actually i'm seeing a lot of tanks lately, and i think it gets really boring cause you don't have many chances against them.
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Tosh Tearg
Amplitude. Reverberation Project
71
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Posted - 2013.08.05 19:49:00 -
[172] - Quote
God Anpu TheImmortal wrote:[u have to remember with the swarm launcher is kind of a no skill weapon other than leveling it up it locks on and does the rest. The rest of the av takes skill and position. No auto lock so why should u be rewarded.
about as much as aligning your forge gun till you see the little red in your reticle and firing.
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DAMIOS82
Seituoda Taskforce Command Caldari State
23
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Posted - 2013.08.06 04:35:00 -
[173] - Quote
The way i see it swarms and av should not be one hit wonders. They should require skill to use. Driving an lav against the tank, dumping a hive on the ground and spamming too powerfull grenades is not real skill. And swarms are garanteed kills. To fix these and give tanks and dropships a chance. All ccp would have to do; for av decreace the damage a little, not to much, since there job is still to take out vehicles and decreace the ammo count. That way it would take multiple grenades to take a tank out instead of 1 or 2 and they would have to depend more on there hives and on teamwork. As for the swarms all they would have to do is remove the locking mechanisme. But do give its zooming option back, that way it takes skill to use against a dropship or hav. The damage does not need to be altered on the swarm since its not the damage that kills dropships and hav's, but the ability to evade them. This would also mean that swarms would be able to destroy installations that have not been taken yet, and hopefully also be able to use on infantry, because people that use swarms lack proper defensive weapons, most of the time. As for forge snipers, all that is required is the damage-distance thing they are going to implement, the further the distance the less damage.
Now no offense, but in reall life if someone points a rocketlauncher at me i make sure to duck. Not to mention if soldiers want to take out a tank, they either use brave tactics to throw a grenade underneath or inside a tank, since nothing else is really effective or use an antitank buster to take the tank out. I even believe they have a special anti vehicle sniper rifle. Now offcourse they don't take out tanks, but are mainly used against the normal vehicles. So something like this ingame would give some fun aswell, a lott less damage against the hav, but still some damage none the less, plus they could easely place multiple hits. A bit more effective against dropships and a lott more effective against lav's. Since this is there main purpose.
As for the HAV themselfs, all that still misses on them is the abbility to run infantry over. Nothing more nothing less, Av throwers come way to close to the tank and sure that's a fine tactic and i respect that, but when i turn my tank and try to run over them, all it does is push them away and this should not be possible. If i get over run by a 70 ton vehicle, i should be flat as a pancake, not be pushed around like a go cart.
As for the Dropship if the above changes where implemented, all they would require is an early warning system for incoming fire. not owe it hit me and so somewhere around there its coming from, NO a proper warning system that let's you know you have an incoming missile or whatever, so that it give the pilots a chance, to evade the fire. This way no reall alteration needs to be made to hp etc. Yet still gives reall pilots a chance to survive and yet it would also mean that it requires skill to fly a dropship.
If CCP would implement these changes the hole shabang would be balanced out to a degree where it takes skill and the proper use of weapons to kill or be killed. Plus hopefuly a lott less wining from the community. |
MagmaSaber
Kinsho Swords Caldari State
3
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Posted - 2013.08.06 19:40:00 -
[174] - Quote
Wheeeeeeeeeeeeee MURDER TAXI!!
The murder taxis really ticked me off. On my first Ambush game, the enemy team lost 4 mercs because we were getting spawn camped by a murder taxi. |
THE LEGION RECRUIt
Neo Terra Imperial Army
1
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Posted - 2013.08.07 18:06:00 -
[175] - Quote
What CCP did to "solve" the murder taxi exploit does not work. Many people found out that the militia vehicle that used to be 2 av gernade kill is now 4 and his is only making it worse giving the murder taxi more health. Also the Invisaiility glitch has not been fixed how you actualy do it is you go into the blackscreen bug and keep pressing start on your controller if done correctly you will be invisable. Along with the massdriver exploit the massdriver is over powered and needs to be nerfed I lost 6 prototype heavies to a massdriver the shells it shoots in splash damage is stronger than the flaylock was and still is. CCP I will not play dust 514 until the scrambler rifle,murder taxi and massdriver is nerfed. |
Beren Hurin
The Vanguardians
1017
|
Posted - 2013.08.07 18:10:00 -
[176] - Quote
THE LEGION RECRUIt wrote:What CCP did to "solve" the murder taxi exploit does not work. Many people found out that the militia vehicle that used to be 2 av gernade kill is now 4 and his is only making it worse giving the murder taxi more health. Also the Invisaiility glitch has not been fixed how you actualy do it is you go into the blackscreen bug and keep pressing start on your controller if done correctly you will be invisable. Along with the massdriver exploit the massdriver is over powered and needs to be nerfed I lost 6 prototype heavies to a massdriver the shells it shoots in splash damage is stronger than the flaylock was and still is. CCP I will not play dust 514 until the scrambler rifle,murder taxi and massdriver is nerfed.
Then don't play. You don't know what you are talking about.
They haven't solved whatever talking about is/was an exploit. You can still ram people. That fix is incoming. And as far as SR and MD goes, people just need to learn how to fight against them. You don't fight/run/strafe with them like other weapons. Different weapons take different styles to fight.
Some weapons suck to fight against with certain weapons. It's hard to beat a shotgunner with a forge-gun, but its possible. Likewise, it's hard to fight a mass driver at range, but not impossible. It certainly isn't so overwhelmingly one-sides as flaylock pistols were.
Eventually there will be some better mid-range ARs people will like to use like the combat rifle. |
Ferindar
The Malevolent Monkey Militia
4
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Posted - 2013.08.07 22:33:00 -
[177] - Quote
I'd rather there NOT be more mid-range ARs. I've been shot out of my sniper spot by AR fire from over 150 yards before by a GEK. The Tactical, I could understand, but not your run of the mill combat rifle.
Also, when are we getting a Scrambler Sniper? Shields are still pesky and the fix you promised to make them more detectable hasn't come in yet. |
fragmentedhackslash
KILL ORDERS
2
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Posted - 2013.08.08 01:28:00 -
[178] - Quote
Ferindar wrote:I'd rather there NOT be more mid-range ARs. I've been shot out of my sniper spot by AR fire from over 150 yards before by a GEK. The Tactical, I could understand, but not your run of the mill combat rifle.
Also, when are we getting a Scrambler Sniper? Shields are still pesky and the fix you promised to make them more detectable hasn't come in yet.
may not be a Scrambler Sniper however check out Precision Rifle...? |
Shepherd Grey
Capital Acquisitions LLC
2
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Posted - 2013.08.09 07:42:00 -
[179] - Quote
Like the nerfs, starting to get some level playing field. However, now the flay has been replaced with mass driver. Not to whine, I think it should get ample damage. but ONLY to contact. the splash simply enables people to never actually learn how to fire a weapon - radius and damage associated with are too much for what people are doing with it. if you can connect, as with forge gun, i have no problem with the kill. but spamming me while i am attempting to utilize environmental covers and getting a kill (NO PROBLEM at that) is sad. just shooting roughly around my feet and destroying my proto suit? surely this isn't halo. Also, locus grenades doing 500+ damage above 15 meters away? i suggest having the same setup as with AR's on distance decreasing the damage amount. if you argue it's shrapnel well think: at further distances, the surface area of affected persons relative to proximity of impact would cause less shrapnel to reach targets. |
Planetside2PS4F2P
Osmon Surveillance Caldari State
25
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Posted - 2013.08.11 19:11:00 -
[180] - Quote
Anything fixing the flaylock is a good thing |
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