Nah, I will stick to my PPU and PE :) And at first, the patch wasn't bringing back tankocron but felt about it with the damage of the devourer. After reducing the damage, all classes are worth to play.
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Nah, I will stick to my PPU and PE :) And at first, the patch wasn't bringing back tankocron but felt about it with the damage of the devourer. After reducing the damage, all classes are worth to play.
Tell me how the spy was the dominant class before the patch? Rifle spy didnt do any dmg and the tank was so overpowered that the pistol spy alone could not keep up with them.
And you have to excuse me for not fighting against infected, before the patch, since for the last 4 months the only op fighting clans alive were soad, 17th and AD.
But enough of that. I saw alteast two spies from infected in the last fight and i would very much like their opinion on the matter, since your true sight blocks them just as much.
@Hackebeil
The spy has one tactic and that is do major dmg, disappear and repeat that till your opponent is down.
"Use diffrent GR or try to predict enemies movement" :) I laughed so hard, when i read that. I can imagine it now, how you sit on the top of the OP and watch the movement of you enemy, since you used another gr to come to your op. You naturally have all the time in the world for it.
Exactly ! We do it, so we are one step ahead of you and you getting raped when you zone in and got no shields.
And a lot of other clans in the past did this aswell, they had spies following the enemy team for the intel...
Sorry if this is going beyond your brains capacity...
However... just continue to play and act like a noob...
But please stop writting bullshits facts when it is obvious that you have no idea how opfights work, how to play spy etc..
OK, that will be my last reply, since you obviously have NO clue at all!!-Really none!
Spy was fucking OP, rifle and pistol, no matter what, you did a ton of dmg with ak/ceres hg and don't forget the ionics (switchswitch), you were able to reset every fight with your stealthtool, but i guess you're right, they had no chance vs a tank who fucked himself up even worse with AE-weapons when you got close range.....(btw, that was irony)
You're just crying because you can't semi-afk kill a tank any longer, you want to come out of an UG without getting seen, without getting dmg, you don't want ever to get pushed out of stealth and you wanna do a lot of dmg too. Sounds pretty OP to me!?
Take it as it is right now, it hasn't been much better for a long time! Spy is very viable right now, just accept that things have changed for the better and start to adjust!
You won't hear one of our spies crying since they prefer to adjust instead of spamming the forum with clueless whine-posts.
First of all, you win because you are the only clan atm who have 15 active player, where most other hope to have 10 on a weekend.
Second, intel and enemy movement have still nothing to do with a true sight sanctum that can cover a quarter of an op and ticks every second.
They reduced the dmg of the AK and DIssy 25% before the new patch. On a fully shielded tank the AK did "zero" dmg. And if you dont know that, than you were longer afk than you think. For months there wasnt a single rifle spy in an op fight. I know that, because i was in most of them.
I got a question about this: how do you know, when another clan is attacking your op? That means you have spies at every op, at every second, so that you can get the "movement" and intel of other clans? This is something, I can't belive and this has nothing to do with this thread.
So wait a minute, who's all in which clans? We did a couple fights with mostly tanks and mostly spys and both seemed to work out ok for us.
please double apu damage
Yeah, I know this. But he claimed, he knows it, before the clan is even inside the op and start hacking :D
Back to topic:
The sanctum tics every 3 seconds, dafuse is right with this, but I have noticed something yesterday.
Try to pull out your stealthtool and go into stealth, again and again inside the sanctum and you will notice it too and your spies noticed it yesterday, too. Everytime you try to go into stealth, you fall out in an instant, cause the time with pulling out stealth, wait till you can stealth and than go actually into stealth, is the same timing as the tick of the sanctum.
Now let's see what happens when you're not in so much inside the heat of the fight and you know how to play your spy: You time it so, that the tick comes and than you press stealth: first, you're visible a few seconds. Than you go into stealth, 1 - 2 seconds later you fall out (even when it ticks all 3 seconds, you got a reactiontime + animation) and you need to wait for the timing again. Outcome is the same. As Spy, you can't go into stealth again to run away. Even when you go "all in", you can't come out.
This only applies, when you're the target. And as a spy, you will alwaysbe the target, when you're spotted. And with 5 - 6 PPUs (enemies and friends) having true sight sanctum running in the whole op you have nowhere to hide.
I found another "bug" with weapons/spells. The Holy Frostration is only doing half of the damage as it should do.
Fire Apoc: 136 Damage per shot
Frostration: 54 + 13 (67) per shot
Here a screenshot:
http://img5.fotos-hochladen.net/uplo...ez12hfsv4w.jpg
This is already known and the answer was that this spell will be fixed with phase two -> return of the freezers (?)
Yes Torg. You have to be carful with the stats window. When having burst weapons the frequency shots/min is exactly what it says and not "burst/minute" or "click/minute".
So Alduin is right.
Are there some victims around to collect some data on Vedeena for me and put it into some tables? Would save me a lot of time!
If so, please get in contact with me.
Indeed, this is why the numbers given earlier in the thread about the Ravager vs Creed actually show the latter is more powerful, since the Rav fires at 54 shots per min, not bursts. It's actual burst frequency is about 18 per min (compared with the Creed's 37), so while it's per-burst damage is higher, it's DPM is lower.
Have you ever played an APU since the last patch? Sounds like you played the APU two times and conclude that the APU does less damage as other classes.
As APU you need a very good movement to compete against other players. A rifle spy can't get the same resists as a tank. So in a one on one you have good chances to win the fight. A fight vs a tank is not so easy. So you need to know your advantages and disadvantages. On range its very diffficult for a tank to get the reticle close as fast as possible. In closed combat the tank has to move his mouse as fast as possible to hold you in his aim. So if you are moving in his player model its realy hard for a tank to aim in third person. On mid range the tank has it quite easy to aim you.
I'm against to double the damage of the APU's because it will return monk'o'cron. The damage could be a increased little bit but not too much. The DPM of a Fire Apoc is a little bit higher as the DPM of the CS at the moment. So the damage is in line with the TL and confirm the patch notes that the APU spells do 15% (?) more damage as the cannons. So we need some fine tuning.
Another thing is that the PSI consumption of the Anti Buffs is too low. An APU can cast 3 Anti Buffs in one minute while using one PSI booster. In the OP fights the APU's are spamming the antis too often. The frequency is also too fast and should be increased a little bit. If you have two APU's in one team they can cast 6 Antis in 15 seconds and a PPU or a damage dealer has no chance to get shields and die really fast.
I have literally played an apu for 10 years. Right now, Apu has zero chance of defeating any other class. I have a felling balancing gms are just too scared to make them viable again because of whiners of monk o cron days so they just leave it unplayable. Apu should have highest damage in the game and be easiest to kill. Right now they have about the lowest damage in game and easiest to kill
And don't give me dpm bs reply because the high freq just gives you wavy hands anyway
In other news, we think we have sorted out the DoT issue.
We spent a bit of time going in circles looking at what looked at first glace to be very odd data.
In the end we did a very detailed weapons test and discovered that (afawk) DoT damage was simply double what it should be.
For internal reasons however, this will require a hardcode change to fix, which will take longer to implement.
We may be able to release a temporary fix sooner, but that depends on further internal discussion/testing.
I would personally like to point out that the weapons concerned tend to be those which are modded for poison damage. Even if we fix the base problems, certain classes are going to be more vulnerable than others (48% of intended Wargas Flamer damage is poison for example).
Until we reach the armour balancing stage, where we can discuss whether any class should or should not have a specific damage weakness (and levels of protection other classes have available), said weapons are going to be 'overpowered'.
Any word or ETA on the drones being too damn fat to even move? I thought it was just the below TL 17 ones, but I tried the Dex 28 or 25 Fusion cannon sort and it was bugged also. I'll be making the TL37 drones tonight and I sure as hell hope those aren't bugged or I'm gonna be pissed.
And was something going on last night? I had MASS I'VE Synchronizing issues that made doing the GEN REP trip and droning a pita.
We'll have a more general update for everyone as soon as possible. This will cover what the current focus is and a time frame for the next patch.