Modified PvP weapon damage modifier so players will deal about 20% more weapon damage to each other (note that this change does not impact skill damage)
I'm not sure I understand the logic behind this. Surely it's OP NPC's that are the issue, not players?
Got stuck on a ladder, on 2 separate occasions yesterday, had to log out both times. Also getting a little teed off with my character going off in the opposite direction to where he is supposed to be going. New Alt is now lvl18.
Modified PvP weapon damage modifier so players will deal about 20% more weapon damage to each other (note that this change does not impact skill damage)
I'm not sure I understand the logic behind this. Surely it's OP NPC's that are the issue, not players?
And I already go down in a few shots :/ solo is even more out of the question now; I feel bad for them! I'm not sure this is the answer to the tanktician meta. NPC'S will be addressed in a major update. Sorry it went awry last night Tek. You went for the underground understandably and I spent an hour on sorting the discord mic to no avail and found a spot for DN. DZ was very busy in the new server I got.
Radeon: what talent are you trying to get? Might try rolling one tonight. SVD has deadly / brutal. Trying for fierce or maybe even coolheaded. Any other suggestions that are constantly dmg rather than if/then (eg vicious)?
Everybody gets +20% damage to players including those using a tanktician build, which means the only difference that will result is the time it takes a person to drop. Except tanks who will be able to remain alive longer due to high toughness. Yeah, logical.
@Fear - No probs, dude. I spent some time leveling and managed to increase my stats quite nicely, so still a positive evening. Still in need of a good DZ run though.
I have been thinking of Heroic DN after last nights runs and what we can do to get to 20 minutes.
Preferred Loadout: 1 Sentrys Call player
1 Reclaimer
1 Tactician
1 Strikers/random high DPS
Signature Skills: 2x Survival
1xTactical
1xRecovery Link
Skills: Ammo station and overheal/gas seeker - Sentry
Immuniser and overheal - Reclaimer
Smart cover and Pulse - tactician
Immuniser and overheal - strikers/random DPS
Talents: Tactician - precision/tech support + 2 medical based talents
Rest - tech support and wildfire + 2 whatever.
The first bit:
There is little we can do to improve on this time, but just tactical link as we were doing, explosive rounds as we were doing, but with one person using fire OR gas seeker to get the engineers up and standing instead of going into cover right at the back.
Roughly 2.5minutes.
4 Horsemen:
Tactical link at the start of it to bring the middle mob down quickly. I will spot who is going into cover where and get them out with grenades like I was doing anyway.(frag/incendiary, it doesn't really matter)
Second wave - this will build tactical link back up again.
Boss wave - I shock grenade the back door, tactical link again to bring this guy down as quickly as possible.
Explosives from reclaimer for the other three bosses, plus more shock grenades/gas grenades etc.
When we are down to 2/3 NPC's left - leave the cover and just rush them so we aren't waiting for them to pop their head up.
Collect loot and run.
Last bit - we literally cant speed this up as its set times - the only bit we have control over are the buttons and the very end bit after the tank falls.
Bring down NPC's as quickly as possible that are close to us - hit tactical and survival link and leave cover to rush them.
Now as long as all of the above talents work including ammo station, we SHOULD get 22 minutes as a maximum.
I checked the video last night where the guys got ammo due to the station not working, and me running down, running back up, going into cover, regrouping and then going down lasted for 2 minutes and 30s, and we finished with a time of 26 minutes.
So 23.3minutes.
The boss bit + the first bit, we sat and waited for a single NPC to pop his head up for 1 minute combined - 22.3 minutes.
We spent 45s ignoring the horsemen and fighting off axe dudes on top the lorry - not sure about that one just yet other than I need to spot and kill them before they get a chance to get to us. Back door and I will be on the outside as a tactician.
All in all, the method is pretty flawless but due to me not doing much damage as a tactician now, I can work on crowd control, with the exception of tactical link, plus smart cover as I can melt the NPC with this
******************************
Also.....is anyone up for doing Heroic CS? We managed a 13minute CM run before, so would be interesting to see how that method works on heroic.
It is already possible for tankticians to reach 160-200k DPS with a g36 doing roughly 10-12k dmg, 710-739k toughness, with 30-35k electronics which is powerful enough.
Then if you add on pulse/smart cover/tactical link, explosive or incendiary rounds AND this new 20% damage against other players - game over unfortunately.
Also, my tanktician build is 715k toughness now with 30k electronics but that 30k electronics consists of additional skill power on my backpack - plus stamina mods with skill power and EDR.
If I removed all my stamina mods, I am left with >600k still, add on all firearms mods, and I will hit quite hard whilst still having high toughness and no electronics.
This change may well make it worse as I can already see ways that people could push this meta forward into a worse state with a dps/tanktician hybrid, including myself...
Everybody gets +20% damage to players including those using a tanktician build, which means the only difference that will result is the time it takes a person to drop. Except tanks who will be able to remain alive longer due to high toughness. Yeah, logical.
@Fear - No probs, dude. I spent some time leveling and managed to increase my stats quite nicely, so still a positive evening. Still in need of a good DZ run though.
thing is, with the 268 GS bump you can quite easily survive a 250k sticky bomb now.
tankticians only offense was the sticky bomb. It was obvious that the PVE / PVP damage was out of whack so raising PVP damage seems a logical quick fix move.
Now they need to take a closer look at those that just spam the dodge roll and heals....
thing is, with the 268 GS bump you can quite easily survive a 250k sticky bomb now.
tankticians only offense was the sticky bomb. It was obvious that the PVE / PVP damage was out of whack so raising PVP damage seems a logical quick fix move.
Now they need to take a closer look at those that just spam the dodge roll and heals....
That wasn't their only offense. They can bounce in and out of smart cover to get damage buffs. If I bring my tacticians up even 50%, my g36 does 13-15k damage which is on par with a DPS concentrated build if not higher.
You are right though, it is easier now to avoid these sticky bombs and get away without any health knocked off.
Tuesdays for patches normally, and Thursdays they have maintenance. Normally the Thursday maintenance is quite short and occasionally after patches they have an additional day to fix a few bugs.
Shotgun +sentry is about to become META ? Shotgun + some shotgun buffing set maybe (Lonestar?). Shotgun+ sentry was needed for marks, but two shots to the face, without sentry stack, will probably kill a person after this patch.
Shotgun +sentry is about to become META ? Shotgun + some shotgun buffing set maybe (Lonestar?). Shotgun+ sentry was needed for marks, but two shots to the face, without sentry stack, will probably kill a person after this patch.
I have been thinking of Heroic DN after last nights runs and what we can do to get to 20 minutes.
Preferred Loadout: 1 Sentrys Call player
1 Reclaimer
1 Tactician
1 Strikers/random high DPS
Signature Skills: 2x Survival
1xTactical
1xRecovery Link
Skills: Ammo station and overheal/gas seeker - Sentry
Immuniser and overheal - Reclaimer
Smart cover and Pulse - tactician
Immuniser and overheal - strikers/random DPS
Talents: Tactician - precision/tech support + 2 medical based talents
Rest - tech support and wildfire + 2 whatever.
The first bit:
There is little we can do to improve on this time, but just tactical link as we were doing, explosive rounds as we were doing, but with one person using fire OR gas seeker to get the engineers up and standing instead of going into cover right at the back.
Roughly 2.5minutes.
4 Horsemen:
Tactical link at the start of it to bring the middle mob down quickly. I will spot who is going into cover where and get them out with grenades like I was doing anyway.(frag/incendiary, it doesn't really matter)
Second wave - this will build tactical link back up again.
Boss wave - I shock grenade the back door, tactical link again to bring this guy down as quickly as possible.
Explosives from reclaimer for the other three bosses, plus more shock grenades/gas grenades etc.
When we are down to 2/3 NPC's left - leave the cover and just rush them so we aren't waiting for them to pop their head up.
Collect loot and run.
Last bit - we literally cant speed this up as its set times - the only bit we have control over are the buttons and the very end bit after the tank falls.
Bring down NPC's as quickly as possible that are close to us - hit tactical and survival link and leave cover to rush them.
Now as long as all of the above talents work including ammo station, we SHOULD get 22 minutes as a maximum.
I checked the video last night where the guys got ammo due to the station not working, and me running down, running back up, going into cover, regrouping and then going down lasted for 2 minutes and 30s, and we finished with a time of 26 minutes.
So 23.3minutes.
The boss bit + the first bit, we sat and waited for a single NPC to pop his head up for 1 minute combined - 22.3 minutes.
We spent 45s ignoring the horsemen and fighting off axe dudes on top the lorry - not sure about that one just yet other than I need to spot and kill them before they get a chance to get to us. Back door and I will be on the outside as a tactician.
All in all, the method is pretty flawless but due to me not doing much damage as a tactician now, I can work on crowd control, with the exception of tactical link, plus smart cover as I can melt the NPC with this
******************************
Also.....is anyone up for doing Heroic CS? We managed a 13minute CM run before, so would be interesting to see how that method works on heroic.
Tech support talent is wasted on Tacticians. They hardly get any kills and should just concentrate on having the smart cover up 100% of the time, breaking it when there is a short break from the mobs and getting it up again. In addition too pulsing as soon as it comes up.
Their talents should be 100% on support and they should play with that in mind.
Tech support is useful for those who have an amo station and immunizer as it guarantees it is up for 100% of the time during fights. When there is a short break from mobs and it is not on cooldown, break it and deploy again.
There are so many good talents to chose from but choosing one you always have to remember how to take benefit from it. For example if you are not using an m1a with capable then you can use steady hands but need to pop in and out from smart cover. If you use an SVD it is not needed as it is stable enough.
Even completing the mission in 25mins seems fast due to the flow of the map. Sub 20mins is speed run territory and is possible if the game doesn't bug out and people have near to pve optimal builds and good team synergy. For some reason DN brings out the worst possible bugs.
For this reason I would not chose recovery link. Just DPS and Survival (2 Tactical, 2 Survival Links) at the 4 horsemen. If players have a skilled weapon it makes it even better. Does skilled still work with holstered weapons?
I agree that rushing the last stranglers would be better (even at the start), but they are usually engineers and spam red Mario cart shells so just tread carefully as they can still down players easily. The mad axe men nothing can be done about them, just be vigilant and if you see one rushing take it down asap.
You missed out the section after the 4 horsemen too. I think instead of camping at the notice board at the back why not have two players change to extended cover and go nearer to the mobs and have the tactician place his cover on it instead. You will be in optimal range and get better crits which in turn means mobs go down faster.
The final bit is just about gradually moving up so players are nearer to the switches and optimal range also. Having clear callouts when to press the switch eliminates not having to do it again as they have to be pressed "almost" synchronously (yes there is some leeway but not too much).
Reduced threat has always bamboozled me, sometimes it works but most of the time it doesn't but having weapons with it on means that enemies aren't hiding behind cover half the time.
Modified PvP weapon damage modifier so players will deal about 20% more weapon damage to each other (note that this change does not impact skill damage)
I'm not sure I understand the logic behind this. Surely it's OP NPC's that are the issue, not players?
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