RAIDERS ARE OP FACT
#101
Posted March 12 2013 - 11:03 AM
#102
Posted March 12 2013 - 11:19 AM
Quote
Intelligent point, however you over looked something v important...
Dual SMG Beserker for example would over-heat like a boss, even with internals, and optimization points, and even the 1 use extinguisher would only work once (and you aren't taking one of the other 2 consumables).
however....it would maybe kill one target in the process.....oh yeah.....i can FEEL the adrenaline rush mmmmmmmmmmmmmmmmmmmmmmmmm addictive mmmmmmmmmmmmmmmmm £££
Yet...it would still be balanced.
Edited by rdKNIGHTMAREZ, March 12 2013 - 11:20 AM.
#103
Posted March 12 2013 - 11:36 AM
rdKNIGHTMAREZ, on March 12 2013 - 11:19 AM, said:
Quote
Intelligent point, however you over looked something v important...
Dual SMG Beserker for example would over-heat like a boss, even with internals, and optimization points, and even the 1 use extinguisher would only work once (and you aren't taking one of the other 2 consumables).
however....it would maybe kill one target in the process.....oh yeah.....i can FEEL the adrenaline rush mmmmmmmmmmmmmmmmmmmmmmmmm addictive mmmmmmmmmmmmmmmmm £££
Yet...it would still be balanced.
Additionally, there's a chance that it would only become worse in that regard (meaning easier to manage heat) with 2x SMG's were it to be implemented and balanced against something like 2x RevGL's (which would be 40 nades and 3040 damage by overheat if we assume people just keep charging you)
Additionally, we'd be exacerbating certain issues. A Slug and Slug Sharpie would actually do MORE damage in powershot than your garden-variety Sharpshooter after the initial burst
I think we need to move in the opposite direction. Weapon combinations should be geared towards greater diversity and versatility
#104
Posted March 12 2013 - 01:09 PM
#105
Posted March 12 2013 - 01:14 PM
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#106
Posted March 12 2013 - 04:38 PM
I'm not impressed, at least not with the lower levels. The EMP Which is the default speacial weapon on the Raider is useless. Common who will stand still in a green bubble and let their energy be tapped_ If you would_ let me freind you in game I need a pigeon. What the DEV TEAM needs to do is this, the EMP needs to be an bigger area effect not a damn bubble but a flash with a big radius and any thing in that area (not small dome sized area) would be effected if its an enemy not friendlies. what about making it a small land mine that's hard to see_ You drop it and if an enemy hits/walks or slides by it, they trip it and boom they are stuck with no power for two minutes or until a friend outside the effect shoots the mine_ Makes more sense to me.
A. A. Technical Illustration
A. A. AutoCAD Mechanical Drafting
B. A. Visual Art - Game Art
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#107
Posted March 12 2013 - 04:56 PM
Ezpikins, on March 12 2013 - 04:38 PM, said:
I don't think you are qualified to objectively comment on whether or not anything is overpowered.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#108
Posted March 12 2013 - 05:07 PM
AsianJoyKiller, on March 12 2013 - 04:56 PM, said:
Ezpikins, on March 12 2013 - 04:38 PM, said:
I don't think you are qualified to objectively comment on whether or not anything is overpowered.
#109
Posted March 12 2013 - 05:32 PM
The Supernova went supernova. Why'd you push for dual wields then retract the statement, not like my EOC infiltrator is evil enough give me two volleys of six each volley doing about 250 damage. Now give me a second to get the internal that makes me hit like a truck, any of them will do, best case scenario I do 500-ish damage to any mech without a damage remover, I don't know how much of a reduction a turret mode gives, or I'd punch those numbers, kinda like the face of any A-B class i meet with a full volley set up to fire, then my item.
Worst case, I set up for offensive tree with an offensive internal to let me do an extra 2-5% damage, I'll go off on a limb and round this stuff up a bit. 1-2% from the higher tiers of the now dear god why tree (if it worked with dual wields or worked period) + the 3-5% from the internal, 501.5 with the lower ends of those two out of at least three damage boosters that would apply to this weapon, and after doing the math on the stated boosts, not the real ones, you get an extra 6.48% damage, 532.4 damage. I don't know the stats on items, something tells me the game would be broken a few times over if someone used an H.E. Charge with this volley of insta-gliblet-producing-rage-quit-worthy red carper of death. Max hp on an A class with defensive + movement tree + best armor = 549.15 or 548.1.
Best of luck, you wanted a dual wield, now you may attempt to run from it.
Disclaimer: Comment based off of original posters wish for dual wields then stating it's ungodly.
On a separate note - "Cover me, I'm commentating."
#110
Posted March 12 2013 - 06:46 PM
Ezpikins, on March 12 2013 - 04:38 PM, said:
I'm not impressed, at least not with the lower levels. The EMP Which is the default speacial weapon on the Raider is useless. Common who will stand still in a green bubble and let their energy be tapped_ If you would_ let me freind you in game I need a pigeon. What the DEV TEAM needs to do is this, the EMP needs to be an bigger area effect not a damn bubble but a flash with a big radius and any thing in that area (not small dome sized area) would be effected if its an enemy not friendlies. what about making it a small land mine that's hard to see_ You drop it and if an enemy hits/walks or slides by it, they trip it and boom they are stuck with no power for two minutes or until a friend outside the effect shoots the mine_ Makes more sense to me.
Dear god not the infinite EMP again. It had an area you couldn't dodge out of if it was heading right at you, it travled at least one and a half times faster and EMP'd for seven seconds.
Go home you're drunk. Nah I don't mean that the EMP was the weapon of cowards, now you have to be close in and take the chance when you get the hit.
Edited by Pirits, March 12 2013 - 06:47 PM.
On a separate note - "Cover me, I'm commentating."
#111
Posted March 12 2013 - 07:28 PM
I own a Raider and 5 other mechs and I can attest to this. My A class mechs have very little issues with the Raider due to it being fairly easy to dodge MIRV's. My Bruiser and Reaper mop the floor with Raiders because it's basically just cannon fodder from a distance.
The only time I can see it truly being difficult to fend off Raider is during Seige at the Origin map due to it being very confined battle for the AA.
In other words, learn new tactics to properly fight the Raider. Owning one fairly helps in knowing the limitations of the mech and how to combat it.
Edited by Xuande, March 12 2013 - 07:29 PM.
Jim Bob || Beserker Big Bertha || Brawler
Bubba || Bruiser Billy-Bob || Technician
Bobby-Joe || Reaper
My name is pronounced (Shuahn-duuh) not (Juan-dee).
#113
Posted March 13 2013 - 09:52 AM
Xuande, on March 12 2013 - 07:28 PM, said:
I own a Raider and 5 other mechs and I can attest to this. My A class mechs have very little issues with the Raider due to it being fairly easy to dodge MIRV's. My Bruiser and Reaper mop the floor with Raiders because it's basically just cannon fodder from a distance.
The only time I can see it truly being difficult to fend off Raider is during Seige at the Origin map due to it being very confined battle for the AA.
In other words, learn new tactics to properly fight the Raider. Owning one fairly helps in knowing the limitations of the mech and how to combat it.
2. 90m is already pretty considerable, but 175 damage at longer range aint bad either. The raider is hardly gimped at mid range, and outside of facility and awkward spots on Bazaar there isnt really any long range unless you're deathmatching
3. By including Siege you should also really include MA, which is currently closest to the point of balance for this game. This game should not be balanced for deathmatch or team death match
In other words, nope
deusex2, on March 13 2013 - 08:23 AM, said:
It's clearly laser sword
#114
Posted March 13 2013 - 10:26 AM
Beemann, on March 13 2013 - 09:52 AM, said:
2. 90m is already pretty considerable, but 175 damage at longer range aint bad either. The raider is hardly gimped at mid range, and outside of facility and awkward spots on Bazaar there isnt really any long range unless you're deathmatching
3. By including Siege you should also really include MA, which is currently closest to the point of balance for this game. This game should not be balanced for deathmatch or team death match
In other words, nope
It would be good to see some videos of Scout v Raiders or others mech to see how good it is when mid range.
The reliability of MIRV over 50 metres on moving targets who dodge. Not sit still.
#115
Posted March 13 2013 - 10:44 AM
Beemann, on March 13 2013 - 09:52 AM, said:
1. It DOES fire in a straight line, does 60 more damage, and works up until 90m with very little spread
2. 90m is already pretty considerable, but 175 damage at longer range aint bad either. The raider is hardly gimped at mid range, and outside of facility and awkward spots on Bazaar there isnt really any long range unless you're deathmatching
Its range gets extended to 99 meters at level 14.
Quote
I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion, and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.
#116
Posted March 13 2013 - 11:05 AM
#117
Posted March 13 2013 - 12:41 PM
Proof: http://en.wikipedia....i/Dual_wielding
#118
Posted March 13 2013 - 12:48 PM
Akaon, on March 13 2013 - 12:41 PM, said:
Proof: http://en.wikipedia....i/Dual_wielding
#119
Posted March 13 2013 - 01:06 PM
Beemann, on March 13 2013 - 09:52 AM, said:
It fires in a straight line up until a point, which then requires one to awkwardly aim to hit targets from a distance, without even the chance to detonate for splash damage. For the damage it does I have to say those shortcomings are pretty fair. Imo, if you get hit with one from a distance, you deserved it.
2. 90m is already pretty considerable, but 175 damage at longer range ain't bad either. The raider is hardly gimped at mid range, and outside of facility and awkward spots on Bazaar there isn't really any long range unless you're deathmatching
One doesn't need extreme distance to take on a Raider. Mid distance is good enough and learning to time your dodges with the Raider's MIRV cooldown is an extremely useful skill. As I said above, you don't have the luxury of detonating the MIRV for splash so it is very limited compared to the TOW in mid range fights. Even when you put it into "shotgun mode" your distance is severely gimped and useless in mid-range. Also (I'm not completely sure on this), the cooldowns seem longer than TOW cooldowns which makes every shot that much more precious.
3. By including Siege you should also really include MA, which is currently closest to the point of balance for this game. This game should not be balanced for deathmatch or team death match
I usually stick to TDM and Seige and I'm not sure what you mean by that last sentence.
In other words, nope
Jim Bob || Beserker Big Bertha || Brawler
Bubba || Bruiser Billy-Bob || Technician
Bobby-Joe || Reaper
My name is pronounced (Shuahn-duuh) not (Juan-dee).
#120
Posted March 13 2013 - 02:20 PM
Get your hard on.
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