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PSU: I have got to get me one of these!
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2004-02-26, 09:06 AM | [Ignore Me] #95 | |||
Lieutenant Colonel
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2004-02-26, 10:11 AM | [Ignore Me] #96 | |||
a tip - try it with a gun and put that knife away ... the lasher's strong atm but it seems stronger then it is - vanu's got so many new players in the last days and all of em are using the lasher.... once there was the same thing with the JH.... don't worry too much guys - there's gonne be a fix = nerf ?! soon i think..... but i love my lasher .... saturday night-fever night-fever lalalala DISCO-INFERNO Last edited by Bokuden; 2004-02-26 at 10:14 AM. |
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2004-02-26, 10:54 AM | [Ignore Me] #97 | |||
Lieutenant Colonel
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2004-02-26, 11:14 AM | [Ignore Me] #99 | ||
Contributor Major
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Screw the repeater, it is shite now. Use the Spiker and never look back.
The reason that the Lasher is a problem is because it kills people behind corners in direct fire method. Take your 18 orbs and put 4 guys at the top of a staircase or coming down a hallway. Now you have roughly 4.5 orbs just to kill someone with splash around the corner. Now combine that with the rate of fire from the lasher and you have a problem. A very serious problem. Suppression fire is one thing, killing around corners is something completely different. Killing people around corners thus far in Planetside has been ballanced by limiting it to grenade based weapons and each suffers a huge penalty in direct fire. This needs to be tuned back into reasonable range and it needs to be done now |
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2004-02-26, 11:42 AM | [Ignore Me] #101 | ||
Contributor Major
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Well, the reason it is more of a problem now than before is for 2 reasons.
1) The population in Planetside that likes overpowerd weapons moves like migrating birds. It is so obvious from the stats that is actually amusing. This time they flooded to VS 2) The extra 5 rounds per clip increased suppression fire dramatically. I cant recall masses of people complaining about the lasher before saying that the clip was horrible. It also seemed that most people in the game were happy with its performance both on the recieving end and on the dishing out end. That is why this change is so frustrating for people and indeed, wierd. There is no rhym or reason to it. It just appears that the Devs just arbitrarily felt like buffing the lasher. |
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2004-02-26, 05:59 PM | [Ignore Me] #102 | |||
Second Lieutenant
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I dont want to pay $30 for something that I have to take an hour out of my playtime to get to the surface, and then lose it because the zerg overruns us and the repeater is not shit I still kill just as well with it now as I did before the armor buff, it just takes 1 or 2 more shots more than what it used to be which is like .3 of a second |
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2004-02-26, 06:46 PM | [Ignore Me] #103 | ||
Private
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I run up and start AMP'ing a Lasher spammer as a cloaker from the side, as I couldn't get behind him.
The lash, without actually getting hit by the ball, kills me in two seconds. Perhaps it shouldn't lash until it's a few feet away from the firer? It would prevent such spamming. One thing that would fix hallway disco-ball death sessions is if they made the lasher orb explode on impacting a grunt, instead of going through him and frying the fifty guys up the stairs away from him. You don't see TR chain gun rounds boreing through multiple people, and you don't see NC Jackhammer shots jumping from person to person. The clip size, coupled with its RoF, coupled with the multiple bugs associated with it make it the overpowered beast it is. And every HA user knows it. And you were talking about MAXs walking down the hallways, instead of REXO grunts? If a MAX can't survive for more than three seconds against two Agile Lasher spammers, he's not going to survive rushing at four of them lubing a hallway, and neither will the other four MAXs behind him who are getting raped by the bolts going through him. |
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2004-02-26, 11:05 PM | [Ignore Me] #104 | |||
Contributor Major
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