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  1. #11
    Originally Posted by Momsspaghetti76 Go to original post
    annoying, sure, but did you die from any of it?? If i wanted to be annoying i could just spam airburst, i want to kill anyone who test me or at least have the chance to do so. FC users have everything spec'd into Electronics, that means you have the lowest health possible and we all know how that ends in the DZ with striker and PM, it takes about half a second to kill you and i think half of that is probably lag. Its just not right that someone can kill me in about 1/5 of a clip in 1/2 second yet they can stand in my main source of damage for eternity and cleanse it all with a medkit instantly whereas i dont even have time to hit a medkit even if they did work when you hit the button.
    Exactly. Same with tac. I’m not suggesting that skills should be able to one shot somebody. But at least make them intimidating enough so that enemies will think twice about simply running through every skill like it’s nothing and destroying the skill user at ease.
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  2. #12
    Sharpandpointy's Avatar Senior Member
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    The argument will then be 'But then a team of 4 in Skirmish/8 in Last Stand will be horrible! Seekers and Turrets everywhere!'

    ...and a team of 4 Strikers in Skirmish wouldn't just mow them down? A team of 4 Preds doesn't just make everyone who isn't named Striker bleed to death in short order? A team of four Nomads isn't bloody impossible to put down, except with Striker? etc.

    Give skill users a little more teeth, please! We're already made of glass compared to the DPS-Pred and DPS-Striker, who can put everything into Stamina and still dish out ridiculous amounts of damage.

    The problem now is that we're made of glass...and have no teeth, to boot.
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  3. #13
    Originally Posted by Sharpandpointy Go to original post
    The argument will then be 'But then a team of 4 in Skirmish/8 in Last Stand will be horrible! Seekers and Turrets everywhere!'

    ...and a team of 4 Strikers in Skirmish wouldn't just mow them down? A team of 4 Preds doesn't just make everyone who isn't named Striker bleed to death in short order? A team of four Nomads isn't bloody impossible to put down, except with Striker? etc.

    Give skill users a little more teeth, please! We're already made of glass compared to the DPS-Pred and DPS-Striker, who can put everything into Stamina and still dish out ridiculous amounts of damage.

    The problem now is that we're made of glass...and have no teeth, to boot.
    Right. With the high requirement that needs to be dumped in order to take advantage of the 6pc. It leaves little play for stamina and even less for firepower.
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  4. #14
    Charging after a 400K+ skill power Tactician or Fire Starter should be at least mildly risky.
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  5. #15
    YodaMan 3D's Avatar Senior Member
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    Originally Posted by mckrackin5324 Go to original post
    Charging after a 400K+ skill power Tactician or Fire Starter should be at least mildly risky.
    Problem is it isn't risky. Most time players just run through whatever they have cause it has been nerfed way too much in the past. To prepare for this day.
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  6. #16
    Originally Posted by YodaMan 3D Go to original post
    Problem is it isn't risky. Most time players just run through whatever they have cause it has been nerfed way too much in the past. To prepare for this day.
    Oh...I know.
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  7. #17
    Sharpandpointy's Avatar Senior Member
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    The six piece additionally forces quite a bit of hopping around and playing in very specific ways to generate the bonus (good luck with that fighting other players).

    And a 30% greater bonus on Skill Power, when Skill Power of 450K (the soft cap) is nothing more than an annoyance to players, is still pointless.

    Basically, TA needs a rework at least on the 6 piece, just to be even close to as flexible and useful as what people are using now.

    And in PvP? Until the PvP modifiers are seriously changed on skills, things like turrets and seekers will pretty much be useless in that mode.

    ...well, not shock turrets. But they don't even depend on Skillpower, how very fair.
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  8. #18
    Sharpandpointy's Avatar Senior Member
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    Originally Posted by YodaMan 3D Go to original post
    Problem is it isn't risky. Most time players just run through whatever they have cause it has been nerfed way too much in the past. To prepare for this day.
    Yeah. *sighs*

    The only point behind dropping seekers when I'm being chased by Rogues (note: not fighting Rogues, because that's instant death with my Tacticians) is to try to get them to bleed. Slow down a little. Use medkits if they want to keep up with me (so that at some point, they'll run out of medkits and either need to deal with NPC's, other players, or I'll MAYBE get away because they get slowed down enough that I lose 'em...good luck with that, as well). That kind of thing.

    Oh, and to get a teensy amount of health back from the pathetic damage seekers do to them.
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  9. #19
    Originally Posted by mckrackin5324 Go to original post
    Charging after a 400K+ skill power Tactician or Fire Starter should be at least mildly risky.
    It should. You would think my build of having
    435k skill and just over 9k electronics would be somewhat tricky to get through in pvp. Unfortunately it’s not even worth noticing yet of somebody had that type of DPS or stamina it would be godly.
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  10. #20
    Now just imagine a set built around the shock turret, more range and it actually does good damage even if you are in an immunizer just like the flame turret still does. You also have a chance for your bullets to shock enemies and when they die it shocks an area around them just like FC burns an area. I would at least be able to see what i am shooting at this time
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