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2004-03-13, 06:40 PM | [Ignore Me] #106 | ||||
So here, let me put it in terms you can understand with your infant like mindset: Na-na-na-na, na-na-na-na, hey-hey-hey, goodbye.
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Happy lil' Elf, now Santa approved. -Immortalis Vita Its eating it's food. (Incorrect use of apostrophes specifically for UV) "Oni wont get banned, unless you get banned. Its a 2 man ticket."-Hamma to TekDragon re: his request to ban Oni. Life is good. |
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2004-03-13, 08:11 PM | [Ignore Me] #107 | |||
First Sergeant
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Additionally it is obvious that by leaving the buggy netcode intact, that warping will still be an issue. So the devs are nerfing the effectiveness of a legitimate combat strategy and leaving the source of the problem intact, am I right? It might not be as bad, but the problem will still be there. You all are satisfied with this? You shouldn't be. You will still be bitching about warping two months from now, and the devs will have nerfed surge over and over without fixing it. This will not fix the problem, so I don't think it is an acceptable change! The z-axis prediction code needs revision, not the surge implant. A player-base that is satisfied with this quick-fix bullshit will eventually ruin the game, not some idiotic balance problem. |
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2004-03-13, 09:09 PM | [Ignore Me] #108 | ||||
Sergeant Major
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By all means, fix the warping. It affects more than just surgiles (afterburning mosquitos, for instance). The problem is that an afterburning mosquito doesn't have that much in the way of targets, and it takes a ton of luck to do serious damage at 228kph with a 12mm gun. The surgile, abusing their abilities to the fullest, usually does have targets filling their crosshairs at point-blank with a weapon designed for CQB. The "nerf" is going in because surge made a basic bug into an exploit. Leaving in a known flaw just because it's hard to fix while thousands of people abuse it would be like Microsoft just shrugging the next time a major vulnerability is exposed (read: tomorrow) and not releasing a patch to prevent it from being abused. Sometimes those bugs don't get fixed for months down the line, but they try to have the stop-gap out the next day. Yes, the Devs SHOULD have nerfed surge many months ago, and I'm mad that they've waited this long to admit that they have a problem. At the same time, the problem is being addressed. Is the playerbase satisfied with just this fix? No...but it puts an end to the most obvious abuse of it. It will not fix the problem of the netcode, but it will fix the problem of people ABUSING the netcode. They are separate issues, merely related. When the netcode is fixed and warping is no longer an issue, they may very well return surge to its current form...NO DEV HAS SAID EITHER WAY. Don't assume that an obvious stop-gap is permanent...you're not on the Dev team and have no knowledge at all of what they're working on or how it's progressing. For all you know, they have a group of programmers who have been trying to refine the code for months and are not making serious headway simply because the technology isn't there to do it. You *don't* know, so stop trying to act like you do know what's going on down the road. The current facts are the warping is a problem...warping while being able to inflict damage is leading to unwinnable fights for many people which is in turn costing them subscriptions...as such, they are removing the ability to inflict damage while warping until such time as warping is no longer an issue. Obviously if the Devs are removing it from the game, they disagree that it is a legitimate combat tactic...as they did with the JH's quad shot and soon the Lasher's 360 degree invulnerability aura. |
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2004-03-13, 09:12 PM | [Ignore Me] #109 | |||
First Lieutenant
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2004-03-13, 09:31 PM | [Ignore Me] #110 | ||
Second Lieutenant
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But it isn't as necessary as it is for the NC, the Tr/Vs don't need to close the gap for their HA's to be effective. -_- NC's gett'n n3rfed and one of the viable tatics we use to stay in the game has just been pwnt out of existance. None of you Tr/Vs care games gonna "almost" be the same for you. I rarely voice my opinion on game changed but this is the one that takes a big effect gameplay, once again NC are gett'n hit hard -_- with another n3rf
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You last visited: 03-18-2005 at 01:50 PM - lol time flies |
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2004-03-13, 09:40 PM | [Ignore Me] #111 | ||
Contributor Corporal
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It has oits good points an bad points. (more bad than good) I personly have never seen or noticed any of this warping that people complan about. an i am going to miss beign able to surge up behind someone in my infiltraitor suit an unload my beamer into there back before thay knew what hit them. now it is going to be alot harder to do such things.
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2004-03-13, 10:16 PM | [Ignore Me] #112 | |||
Sergeant Major
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TR Repeater - A decent long range pistol, but useless for anything other than long range shooting. Too slow and too little damage to be an effective infiltrator weapon. Cycler - Good MA. Loses some effectiveness when the range closes up and the TTK on the Cycler doesn't go up by that much in comparison. Excellent weapon at range. MCG - Again, a competent weapon. Not a game-breaker, but enough of an advantage over MA to be worth it. Striker - Horribly bugged. Good for AA and that's about it. Dual-Cycler - A mediocre (at best) AI MAX...but the TR special ability makes them decimator bait. Pounder - Same as above, except now that it's AV instead of AI, there's no chance of them not getting deci'ed. Burster - In extremely limited circumstances, it's a good AA MAX. The other 95% of the time, it's useless. It can't hit aircraft at the flight ceiling (something no other empire suffers from), it has no guidance systems, and again, the special ability makes it a giant target. When you can't move, decimators have an remarkably effective range. Marauder - There's a reason you don't see many of these. The grenade launcher is pitiful and a 12mm doesn't help. It's basically easy BEP for a Reaver or tank. Prowler - A mediocre tank, problem is that like the maruader, it takes 150% of the crew that the other two empires need. Hence, in a balanced population, the Prowler is always outnumbered...and since the tanks are theoretically balanced 1v1, that means the Prowler will generally lose in an armor battle of even people (people, not tanks). VS Beamer - good for clearing mines. Useless against anything that can fight back. Pulsar - Is there a more worthless MA in the game? It is, as I've said many times, a short-ranged rifle. Get a Sweeper, more effective MA weapon. Lasher - We know this one is insane, hopefully the bug fixes will bring it back in line. Lancer - Good AV weapon. Does damage but is not overpowering in doing so. No guidance at all so the high RoF is offset by the need to manually aim the weapon. Quasar - Absolutely sick AI MAX. From a damage standpoint, it beats the Lasher in almost every single category. Comet - Kind of a blah AV MAX, but with some decent AI damage thanks to the plasma burns. AV MAXes suck across the board against vehicles, so this one is average. Starfire - Plane-Away...this MAX can bring down an entire air squadron if it wanted to. Sit two of them on a hill overlooking a vehicle pad and you'll never have to worry about the enemy getting any planes in the air. Thresher - Ummm....it's good to have at a 70s theme party, but other than that it's kind of useless as a weapons platform. Good mowing, but that's about it. Magrider - As a battle tank, it's kind of iffy. As an anti-infantry/anti-aircraft platform, it's damned potent. The ability to launch an armored assault at any point and transport LLUs over water are also nice benefits. NC ScatterMag - best pistol for infiltrators. Useless against deployables, which makes it unique in being good against the enemy, but bad against his stuff. Gauss - damned effective rifle. Equal at least to the Cycler at range and MUCH better than the Cycler indoors. Only downside to it is the 30 round clip. JackHammer - Still a decent HA, especially in a tower fight or CC storm. Not as useful as other HAs in a hallway battle perhaps, but still competent at least (just look at the number of TR and VS who still loot them and smash NC with them). Phoenix - Arguably the best AV in the game, slightly tarnished by the illiterate amongst the NC who thought that said "best AI in the game". Get a group of Phoenixes together and they can ensure that nothing outdoors gets anywhere...all without the possibility of being shot back at. Scattercannon - Not the best of MAXes outdoors, a lethal monster indoors second only to the Quasar. The shield ensures that it will actually kill someone before it dies (unlike the TR MAX). Falcon - Best AV MAX in the game (not that it says a whole lot...). Also does a damned impressive amount of splash damage to infantry, a good MAX to use while waiting for your Scatter to be available. Sparrow - Second best AA in the game, only because the Starfire is sick. Group of those can keep the skies free of planes...unlike the Starfire which can almost do it on its own. Enforcer - The one effective buggy in the game. The missile launcher is mean. You can set up a long ways away from a door and shell the crap out of it. Seen this done many times to great effect. Vanguard - Best tank in the game. Heavy damage, heavy armor, decent speed. Get a squad of Vanguards rolling and it will take two to three times the force (people wise) to stop you. So to review...the lame ducks (in their class): TR - Striker, DC, Pounder, Burster, Marauder, Prowler VS - Beamer, Pulsar, Thresher NC - Jackhammer MAYBE Hence why nobody really pities the NC. You have almost no crappy weapons in your inventory except for MAYBE the Jackhammer and that's not even a clear cut case. Hence, quit acting like the NC are some poor put upon step-child who is forced to clean the Dev's basement while the other empires live the high life. Looking at the various weapons, if *anyone* can claim that title, it's those who wear the red and black. In short, if you're NC and want to say that no surge makes the JH useless: 1) You're lying as it doesn't make it useless, just requires you to adjust your tactics (surge STILL works...you just have to turn it off when you get there and can't fire the whole way...you'll get no pity from any of the scattercannon MAX pilots who currently have to do this and have a cooldown period before they can fire). and 2) Quit your bitching |
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2004-03-13, 11:01 PM | [Ignore Me] #115 | |||
Sergeant Major
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What really bugs me, more than the nerf, nerfs I can deal with. (I mean, now I am going have to make like I am playing Halo in Legendary dealing with these rexos in surgile now, but it is still managable.)
What I don't get is the bitterness that some people have pent-up about surgiles, like its just the tactic that kills them. I mean, people laughing their asses off on the forums and stupid "HAHA noob exploit whore I hope you enjoy getting nerfed!" tells. Jeeze, people who prefer surge + agile are still people. Up close they trade precious halves of seconds of TTK simply to be able to move around the enemy and flank/ outmanuver, etc. Just because the devs decided to give us the shit end of the stick does not entitle people who disliked surgile to act like total jackasses, good players will manage, no matter how nerfed. When they nerfed vehicle mowing, the good magrider drives still come through, maybe this means that when they nerf surgile it will no longer be associated with noob and I can start calling people rexonoobs. Do you really want all combat to be as forumlaic as either have rexo HA or you are dead indoors? Surgile hardly dominates, if you are a good shot with a decent machine you should easily be able to track someone surging, remember, just because you have slightly better gear does not entitle you to a 100%, a 90%, a 80%, or even a 70% chance to win. Its all in how you apply what you have to the situation. Please just try surgiling for a little while before they nerf it, its really harder than it looks/people make it out to be, before throwing a blanket statment of noobhammer over people, walk around in their surge-shoes. (Yes, I have played both HA and MA rexos, both for about 3 weeks each (MA prior to rexo buff), easier than putting on a hat too; Surgiling is just so much more fun to play with.) *To those who started moaning about weapon balences* Please stop bitching about MA balence, it irks me as MA is really one of the best-balenced certs out there and if they changed it, the resulting imbalence would be far worse than any HA imbalence. To those who say the CoF on cycler is too big, take the brick off the trigger and burst, cycler has a tighter CoF than the gauss for the first few shots and in bursts can be more accurate while drawing longer bursts. Pulsar too is just as capable as the gauss/cycler/whatever I have met many skilled pulsar users out there, buffing it just because whiney little Billy has a hard time one-shotting max's on 2ndary is absolutely not needed. Pre-lasher buff if they had simply fixed 4-shot on JH and *maybe* added 5 to the clip then HA would be balenced. (Bitching about CoF or ammo space on MCG will get nowhere, that thing has a massive clip and the best HA range, its an awesome weapon and yes I do store many of them. br 1-11 in one night with that thing! wewt! ) EDIT: Also, Striker: each of those missiles does a little less than a phoenix does. If its a buggy as you make it out to be then I don't wanna see it fixed. 3-4 guys with strikers firing on a Van will take it down FAST as is, Phoenix has a slow as hell TTK, however hiding makes up for it. AV is well-balenced atm. I will concede that the lockons to deploables and turrets are just screwy, but on vehicles its damn effective. Enforcer is the best buggy right now imo, however the thresher has hella AV damage, it still is lacking the shot-speed it needs as well as the ammo it needs. Marauder too need some love, pre-balence pass the grenade on the marauder was awesome, its just terrible now. Claiming that AV maxs are a legitmate empire advantage is almost as bad as saying that one empires knife has too distictive a sound. Burster does need a lil to hit that lib on the ceiling, as is a buster has to spend an inordiate amount of effort to hit a lib while starfire/sparrows just lock on, up close bursters can do just as good if not better than other av. On tanks: Mags/ Prowlers are hardly gimped, Prowlers simply need to be used more by TR. (I shake my head whenever I have to watch Tr insistant on zerging tower-to-base on foot rather than rolling armor) Magriders in their element, on water are neigh unstoppable and on ground by sniping/ hit + run they are awesome tankhunters. I don't know what you are talking about when you say they own at AI it sucks at it, they really need to get rid of the "speedbump" effect you get from mowing, it totally killed magrider AI.
TR - buggie + AA max buff (slight) + undeployed TR maxes need to be a little closer to their counterparts in other empires VS - buggie buff NC - (Just leave them alone, dropping the 5m lash will drop JH back into place, although I still am for dropping 2ndary for a tighter pellet spread, even if its not as tight as sweeper, tighter.) For all: unilateral AV max buffs/redesign, The devs will be buffign cloakers anyway so no comment on pistols Last edited by Eldanesh; 2004-03-13 at 11:32 PM. |
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2004-03-13, 11:27 PM | [Ignore Me] #117 | ||
First Sergeant
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Krinsath that balance discussion was the biggest load of horsecrap I have seen in a long time. The weapons are balanced for the most part and your bitching is even more obnoxious than that which you complain about because it is so damn constant. Regarding the quad shot "exploit" fix, keep in mind that the devs can call anything an exploit at any time and change it. If it was such a huge exploit, why did it take the devs 8 months to fix it, did it just slip their minds?
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2004-03-13, 11:36 PM | [Ignore Me] #118 | |||||||||
Sergeant Major
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2004-03-13, 11:53 PM | [Ignore Me] #119 | |||
First Lieutenant
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Last edited by BadAsh; 2004-03-13 at 11:55 PM. |
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2004-03-13, 11:54 PM | [Ignore Me] #120 | |||
Sergeant Major
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Don't even wanna start a quote-war, but the only difference between a HA rexo and a surgile HA is the surgile spends an implant, the Rexo spends 3 certs. I am not saying it is right to warp, however losing all the mobility one once had while trying to close the distance is placing too much on equipment. This is an fps, not an rpg and also indoors, the combat isn't as clear cut as a tank battle.
Surgiles are just as capable of teamwork as Rexos are as well, in many cases more so as rexos can carry much of what they need with less inventory-fumbling. |
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