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Old 2012-02-25, 11:12 AM   [Ignore Me] #16
Conq
Staff Sergeant
 
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Re: Dual Wielding Splatter Max


Originally Posted by Geist View Post
Just make it so rockets have a low splash and move (comparatively) slower so you can dodge.
Yep, rockets should still kill, it just shouldn't be easy. It would be silly to see a rocket hit someone in the face and they take no damage as a poster above suggested.
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Old 2012-02-25, 03:23 PM   [Ignore Me] #17
Squeegeez
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Re: Dual Wielding Splatter Max


They better not have nerfed my glorious splattercannon because you can wield 2 of them now...

Also, I wonder if they got rid of the 3 different choke spreads because of it?
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Old 2012-02-26, 07:38 AM   [Ignore Me] #18
Redshift
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Re: Dual Wielding Splatter Max


Originally Posted by Conq View Post
Yep, rockets should still kill, it just shouldn't be easy. It would be silly to see a rocket hit someone in the face and they take no damage as a poster above suggested.
It doesn't matter how slow you make a rocket, when there's 15 people in a hallway, you'll hit one of them. If the rockets do significant dmg they'll be abused.
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Old 2012-02-26, 04:17 PM   [Ignore Me] #19
Metalsheep
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Re: Dual Wielding Splatter Max


Make it like in Planetside 1. The rocket splash dosent do much to infantry and a direct hit did 50HP of damage.

(This was with the deci.)

I had a theory that Decimator rockets had a Weight Trigger on the warhead, so that they didnt really detonate on Infantry because they were too light, but when they hit a wall, vehicle or a MAX unit, they provided enough resistance to cause the Warhead to detonate properly.
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This is the last VIP post in this thread.   Old 2012-02-26, 04:36 PM   [Ignore Me] #20
Higby
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Re: Dual Wielding Splatter Max


Originally Posted by Bags View Post
Glad I'm switching to NC!
I'm glad too!
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Old 2012-02-26, 04:56 PM   [Ignore Me] #21
Zulthus
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Re: Dual Wielding Splatter Max


That's cool. NC will need all the help they can get
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Old 2012-02-26, 05:00 PM   [Ignore Me] #22
basti
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Re: Dual Wielding Splatter Max


Originally Posted by Zulthus View Post
That's cool. NC will need all the help they can get
Nothing can help them.

I played NC yesterday. And besides their quite powerful weapons, ALL of them are just terrible players.

I deleted that NC character today. Never going there again, ever :P
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Old 2012-02-26, 05:44 PM   [Ignore Me] #23
Knocky
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Re: Dual Wielding Splatter Max


Originally Posted by basti View Post
Nothing can help them.

I played NC yesterday. And besides their quite powerful weapons, ALL of them are just terrible players.

I deleted that NC character today. Never going there again, ever :P

I want that promise spelled out in VS blood.
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Old 2012-02-27, 02:47 AM   [Ignore Me] #24
Azren
Sergeant Major
 
Re: Dual Wielding Splatter Max


Originally Posted by basti View Post
Nothing can help them.

I played NC yesterday. And besides their quite powerful weapons, ALL of them are just terrible players.

I deleted that NC character today. Never going there again, ever :P
They may be terrible players, but they play against retards (VS), so it is fair.
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Old 2012-02-27, 11:54 AM   [Ignore Me] #25
Geist
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Re: Dual Wielding Splatter Max


Originally Posted by basti View Post
Nothing can help them.

I played NC yesterday. And besides their quite powerful weapons, ALL of them are just terrible players.

I deleted that NC character today. Never going there again, ever :P
I'm glad we agree. Now, if we can also agree that VS are equally bad, we can get you in your red/black uniform.
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Old 2012-02-27, 12:57 PM   [Ignore Me] #26
FriendlyFire
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Re: Dual Wielding Splatter Max


It always comes down to:
AV
AI
AA

Why would a round that takes out tanks, not take out infantry at the same speed? Etc..

From the PCGamer article is sounds like MAXs will be slow moving, almost stationary, suits, that can be easily circle strafed by infantry. If this is the case, MAX DPS should be high and dual AI MAX DPS should be at the peak DPS offered in an infantry unit.
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Old 2012-02-27, 01:18 PM   [Ignore Me] #27
Neksar
Corporal
 
Re: Dual Wielding Splatter Max


I imagine that the slow turn speed is something to make them require teamwork. It's basically a hard-coded way to ensure two MAXes covering each other are much more effective than two MAXes soloing. I can support that.
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Old 2012-02-27, 03:23 PM   [Ignore Me] #28
Knocky
Major
 
Re: Dual Wielding Splatter Max


This is what you wrote....

Originally Posted by IDukeNukeml View Post
It's going to be so over powered and I cannot wait to get into a closed cooridor hallway with poor squishies to spam my joo rage on!
This is what I read.....

Originally Posted by IDukeNukeml View Post
It's going to be so over powered and I cannot wait to get into a closed cooridor hallway with poor squishies to spam my spooge on!
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Old 2012-02-28, 10:35 AM   [Ignore Me] #29
Traak
Colonel
 
Re: Dual Wielding Splatter Max


I want a shield I can carry with one arm. Or dual overlapping shields I can carry with two arms.

I tend to think defensively.
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Old 2012-03-02, 12:25 AM   [Ignore Me] #30
Traak
Colonel
 
Re: Dual Wielding Splatter Max


Unlike PS1, where, if I registered this correctly, one shotgun shot would hit ONLY the person in the crosshairs, and absolutely nothing and nobody else, shotguns should actually operate like shotguns. I.e. if you aim at a crowd, every pellet hits SOMEBODY. Not "one pellet hits the person in the crosshairs and the other pellets magically vanish"

I'm not sure if that was the case with PS1, especially as distance from target increased. Can Higby or anyone answer that?
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