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PSU: r0xx0r your B0xxorz
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2013-03-05, 10:11 PM | [Ignore Me] #76 | |||
Major
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It's gotten to the point where people look for exploits without thinking about it and call them skills just because it's in the game. Well I have something to tell about that. We are all human and humans are a bunch of idiots, developers included. Some things are missed and some are not, live with the fixes to their works and find the next thing to abuse so it can be see and fixed. I hear that using a pistol in a tanks rear left tire can disable it, maybe some of you should go and try it. |
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2013-03-06, 08:35 AM | [Ignore Me] #79 | |||
Sergeant
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There's also some guys talking about it on this thread, lol. It's useful if you know how to use it, but not OP. You can kill it easily, and you can hit it even if you're using a carbine. I'd say this game is close to be balanced now (with GU04), and probably it'll be. I'm just thinking about how it'll be when they release new stuff (weapons, vehicles, maps, etc). Then, it'll start again and there we go with so many nerf threads. |
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2013-03-06, 09:10 AM | [Ignore Me] #80 | |||
Contributor General
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I wonder whether 2 shots will be possible, the reason being is that the first shot kicks the barrel off centre so that the second shot hits elsewhere, so maybe we'll have to aim-shoot-hit(assuming a good shot) - re-aim and so on. Of course it will be easier when your target is say infront of a rock that allows splash damage to play a part so that it's near miss #1 added to near miss #2 = kill. Q. Can a magrider or vanny (with good aim and a smidgeon of luck) one-shot say an infantry-man on a direct hit? |
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2013-03-06, 09:12 AM | [Ignore Me] #81 | |||
Not that the Prowler can't one-shot infantry with a direct hit, a direct HE round shouldn't be able to AFAIK.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-03-06 at 09:15 AM. |
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2013-03-06, 08:57 PM | [Ignore Me] #83 | |||
Corporal
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About the Prowler HE nerf... I guess everyone saw that one comming. Is it justified? Well... Prowler HE deals 2*1000 Splash with a 4.175sec cycle (3.175 reload +0.5 refire delay + 0.5 refire delay) without Anchor Mode, Vanguard HE has a 5sec reload time and only 1*1000 Splash, Magrider has 4.75sec reload with 1*1000 Splash. |
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2013-03-06, 11:36 PM | [Ignore Me] #84 | ||||||
Major
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Uh... yeah, considering you had a tank that could sidestep incoming rockets and shells....
...And you barely even got tickled by the Nerf bat, they changed your secondary main cannon and fixed what was apparently broken movement mechanics not working as intended...
Assist, how bad of a tanker ARE you? An HE nerf I can understand, but how is our default Tank Turrent overpowered?
I mean, it had one of the worst turret designs for anti-tank combat with a double side-by-side barrel shotgun mounted on one side, with the basic explanations that it's "LOLZ, Starcraft Siege Tank!" Problem is, this isn't a Single Player RTS, and even if it was active area denial by bombardment weaponry would only be useful against SOFT targets. Enemy armor requires precision, which really isn't the TR's strong suit anyways. Thus we Terrain players have a tank designed to lob a bunch of shells down range, and when we run out of zerglings caught out in the open we turn our guns towards suppressing hardened fortifications. ...Of course this games development team started off thinking that "hardened fortification" is just a wall or a shack in the middle of nowhere, which really isn't helpful when you have dozens of explosives being thrown at you. Like Figment has been saying for most of this thread, bases need overhauls to design, otherwise they're just going to be reefs to fish all those zergling fish out of.
Our turret is NOT designed with Accuracy in mind, it's a double side-by-side barreled shotgun mounted on the FAR left. If you knew anything about side-by-side barreled shotguns, you'd know that you have to adjust your aim for each barrel. So while we do have two shots per reload, realise that a Prowler has to point his rectal at one infantryman, then eyeball his second shot a little to the right of the next.
Yeah, the Splash won't be an instant kill shot like the other two, but we'll still be able to spread more anti-infantry damage around a wider area. |
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2013-03-07, 01:45 AM | [Ignore Me] #85 | |||
Corporal
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You will still out-dps the VS/NC and you can still splash a larger area. What I fear way more is the nerf to all the explosion radii for vehicle weapons <_<. If they really nerf ALL vehicle weapons that will include HE, HEAT, AP (lol), AI secondaries, Dalton, Zepher, Bulldogs, Furies etc etc. Depending on how hard they nerf it... the Prowler HE wont be a problem anyways xD. |
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2013-03-07, 05:06 AM | [Ignore Me] #86 | |||
"Prowler HEAT / HE rounds have had their damage reduced to no longer 1-shot kill infantry, killing a full health infantry will require both Prowler rounds to be fired. This does not affect vs. vehicle damage." That part makes me think that the two are seperate.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-03-07 at 07:49 AM. |
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2013-03-07, 07:36 AM | [Ignore Me] #87 | ||
◦Explosive radius from ALL vehicle based damage sources have been reduced, this does not affect vehicle vs vehicle direct hit damage, only splash damage vs infantry.
◦Prowler HEAT / HE rounds have had their damage reduced to no longer 1-shot kill infantry, killing a full health infantry will require both Prowler rounds to be fired. This does not affect vs. vehicle damage. Just thought that I would repeat the relevant part of Higby's GU4 post. As an infantry player I think that this is long overdue, and that it will hopefully apply to rocket pods as well as ground based vehicles. Excessive splash area of effect is a pretty low skill way of killing someone; only encourages farming. I was defending TI on Ceres last night; we suffered intense bombardment for what must have been an hour at least, first from TR, and then from VS, who eventually pushed us out. It is possible to survive the AoE spam by using the back entrance and staying inside and camping the control point, but it does get tiresome after a while. I'm really hoping that the splash AoE and Prowler Heat/HE direct hit nerf will reduce the incentive to farm spawns. There is nothing more guaranteed to put a newcomer off the game than being repeatedly spawn killed in this way. Last edited by psijaka; 2013-03-07 at 07:39 AM. |
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2013-03-07, 11:01 AM | [Ignore Me] #88 | ||
Lieutenant Colonel
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Move the spawns to an underground series of rooms then, put the SCU down there too. Would create more Inf only areas, remove the spawns from the barrage, and promote defense. May even help with rendering populations as it could be occluded.
Putting spawns on the perimeter of bases is the problem. Last edited by MrBloodworth; 2013-03-07 at 11:10 AM. |
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2013-03-07, 11:10 AM | [Ignore Me] #89 | |||
Contributor General
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I doesn't make any sense that prowler has twice the firepower simply because it has twice the guns. Normal guns don't work that way. Also, a couple of months ago Higby actually said that all tanks havee identical dps. |
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2013-03-07, 11:13 AM | [Ignore Me] #90 | ||
Lieutenant Colonel
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The two barrels is the mechanism used to create the empire defining feature. IE: Re-fire rate. It is not one gun, its a higher re-fire rate.
They do not strafe or always have the strongest armor facing forward, they do not punch with high damage or have a shield. |
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