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Shattered Mirage
The Enclave Syndicate Dark Taboo
24
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Posted - 2013.07.31 07:49:00 -
[1] - Quote
Why the **** are there so many **** threads about nerfing one ******* weapon or another?
The ******* MD is balanced. The Flaylock got ******* better. The HMG is still crap. The FG got nerfed & is gonna get hit again. Laser rifles? you can walk right up to 'em and *****-slap them. H.A.V.s are getting nerfed. Nova Knives got nerfed (Seriously, WTF?). Shotguns got nerfed. Need I go on? |
Shattered Mirage
The Enclave Syndicate Dark Taboo
25
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Posted - 2013.07.31 08:10:00 -
[2] - Quote
Zatara Rought wrote:Shattered Mirage wrote:Why the **** are there so many **** threads about nerfing one ******* weapon or another?
The ******* MD is balanced. The Flaylock got ******* better. The HMG is still crap. The FG got nerfed & is gonna get hit again. Laser rifles? you can walk right up to 'em and *****-slap them. H.A.V.s are getting nerfed. Nova Knives got nerfed (Seriously, WTF?). Shotguns got nerfed. Need I go on? HMG is fine, Spongly kills 8 people to every one death and he solo's fools by himself Lazer rifle's will be fine once they fix the sights. Forge Guns need a potential nerf against infantry, either a spread over distance or less blast radius so it takes more skill to hit, or maybe less splash damage, but getting 2 shot from a high place you can't get 2 doesn't off good counterplay. Nova Knives are a sidearm, they are fine. Shotguns are fine Flaylock actually is still way 2 good as a sidearm, it's better than any other cept maybe the smg or scrambler if you're mad accurate, but for the noobs who can't shoot....Flaylock will save you...much like running murder taxi's or sniping from an obscure spot. Not positive the MD needs a nerf. But the fact is you get 2 shot by it with over 750+ ehp or 1 shot if you're not armor heavy and are hit by a flux (aka any good MD flux's and then cleans up with one hit kills from on high) while being able to jump back into cover immediately after firing to eliminate the ability to kill the user..........
I'll admit, HMGs aren't too bad. Have you looked at the Laser Rifles stats?.... Nova Knives are fine; point is, they got nerfed. Shotguns need better sight actually.... and hit detection. Forge Gunners have a bad reticule so, you have to be extremely careful when aiming, other wise you just waste ammo since its unlikely that you'll actually kill anyone with splash damage. Just please try weapons out before you decide if they have skill or no skill; I create Alts to test out different weapons and builds to see if they're really as OP as people say they are. Also, explosives do 1.2x damage to armor; armor tanking in general needs a buff; much like H.A.V.s. I got nothing to say about the Flaylock.
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Shattered Mirage
The Enclave Syndicate Dark Taboo
26
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Posted - 2013.07.31 08:22:00 -
[3] - Quote
Zatara Rought wrote:Billi Gene wrote:Zatara Rought wrote:HMG is fine, Spongly kills 8 people to every one death and he solo's fools by himself Lazer rifle's will be fine once they fix the sights. Forge Guns need a potential nerf against infantry, either a spread over distance or less blast radius so it takes more skill to hit, or maybe less splash damage, but getting 2 shot from a high place you can't get 2 doesn't off good counterplay. Nova Knives are a sidearm, they are fine. Shotguns are fine Flaylock actually is still way 2 good as a sidearm, it's better than any other cept maybe the smg or scrambler if you're mad accurate, but for the noobs who can't shoot....Flaylock will save you...much like running murder taxi's or sniping from an obscure spot. Not positive the MD needs a nerf. But the fact is you get 2 shot by it with over 750+ ehp or 1 shot if you're not armor heavy and are hit by a flux (aka any good MD flux's and then cleans up with one hit kills from on high) while being able to jump back into cover immediately after firing to eliminate the ability to kill the user.......... i agree with everything said here, but the Forge Gun is a hard problem being that its a heavy weapon, limited to the heavy suit. Nerfing the Forge Gun against infantry significantly lowers the survival of that fitting. I very seriously think that people just need to htfu and learn the angles to attack each tower type from as regards sniper rifles. The MD suffers from an incredibly low ammo count, even with skills. Sitting on a hive will only get you so far with it. Given that height is premium for any MD range is not, MD must/should flee when presented with a dedicated opponent at longer range, there is just no reliable manner to counter this with a MD. Hence the MD spam for tight interior maps. You mean like running a swarm launcher? Cept Heavies can et a sidearm guaranteed vs logi's runnng swarms who would be more screwed. Why make the forge gun a heavy weapon? The highest EHP suit gets the weapon you can 2 shot people from got knows where, oh and wait it was meant to be av so good luck counterplaying it? With Flux's and nano's, a md is crazy good. With flux's you're basically giving a guy a flux nade and a contact locus nade you don't need to cook with a large clip. You 1, 2, or 3 shots all classes after fluxing them if semi accurate.
Who the **** said FGs were an AV weapon?
DESCRIPTION
Adapted from Deep Core Mining Inc.GÇÖs proprietary technology, the DCMA S-1 subverts conventional expectations of what a man-portable anti-material weapons platform is capable of. Despite its excessive weight and extended recharge times, the GÇ£Forge GunGÇ¥ as it has become known, is regarded as the most devastating infantry weapon on the battlefield, and an invaluable tool for those capable of wielding it.
Powered by a Gemini microcapacitor, the Forge Gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced. Power generation remains the single largest drawback of the current design, the onboard capacitor requiring a significant amount of time to reach full power after each discharge. Specifications
Race: Caldari Designation: DCMA S-1 Variant: Standard Length: 135cm Weight (loaded): 58.4kg Weight (unloaded): 55.1kg Max. effective range: 1,200m Ammunition: Solid-state
And yet, the max effective range is 300m...
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Shattered Mirage
The Enclave Syndicate Dark Taboo
42
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Posted - 2013.08.01 06:58:00 -
[4] - Quote
SoTah Pawp wrote:Let's get to the real point of this thread. Do AR's really need more then 40 shots?
Yup... cause 'em ******* don't know how to aim properly; spray 'n pay. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
42
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Posted - 2013.08.01 07:00:00 -
[5] - Quote
Panther Alpha wrote:They need 5 more chances .. just in case they miss the 1st time, or the 2nd time, or the 3rd, or 4th, or the 5th ...Is very hard to hit a target with Explosive grenade launcher... you know.
By that logic; why does the A.R. need 60 chances?
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