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[DISCUSSION] The new Doombringer

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 [DISCUSSION] The new Doombringer 
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MrStump

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Joined: Sun Jan 10, 2010 8:09 pm
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Post Re: [DISCUSSION] The new Doombringer
I see most doombringers ditching the rockets in favor of a repair gun to keep their shields topped off from casual assaults... and it in no way effects their ability to defend.

I also can't see why the chaingun was nerfed into the ground like that. It wasn't all that powerful to begin in most situations the DB would reasonably find itself in, and now they make it even weaker. I really am not sure what this class is good for anymore, besides giving perks for the beowulf


Sun Nov 20, 2011 8:52 pm
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FelixTG
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Joined: Mon Mar 01, 2010 1:11 am
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Post Re: [DISCUSSION] The new Doombringer
Well, the chaingun isn't completely worthless, but that 20 damage is definitely noticeable. As always the flimsy shields that die too quick and don't always even kill lights passing through now are annoying. Cleanup with the chaingun as they speed away is useful.

The force field bug where its soaking up shots even without an active gen still seems to be present.

Didn't have the opportunity to really do much anti-vehicle work with the saber, though a few unwary souls got quite a bit of air time and earned some missiles. They were all shot down or missed their impacts so players definitely seem to be getting a hang of dealing with them. That could simply be they're no longer ignoring all the flashing warnings involved.

One issue that I'm definitely noticing is the varying pings are wreaking havok with how much leading I need to do to land shots with the chaingun. Sitting at 90 still feels like the early tests, but when the matches bump up to 150-300 lead times get pretty crazy to start landing shots. Thankfully there's actually some ammo in these things now that the bug is fixed.
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Mon Nov 21, 2011 5:44 am
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rOOph


Joined: Fri Dec 03, 2010 11:19 pm
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Post Re: [DISCUSSION] The new Doombringer
definitely felt the dmg difference on the chaingun, which might be at a sweetspot if the projectile speed was sped up slightly to compensate

the sabre launcher is now completely useless, as a pathfinder/soldier/ranger/well anything apparently you can now outrun them without even looking back as long as you got decent speed

the force fields still seemed to work pretty good, i had to swap to soldier for cap runs when there was a persistent doombringer on the other squad


Mon Nov 21, 2011 10:39 am
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Kurzgan

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Post Re: [DISCUSSION] The new Doombringer
Quote:
this class is antivechicle not antipersonne


Then why are we given force fields? and a main weapon that does absolutely ZERO damage to vehicles? Silly. I've always felt that the DB was the class that was in charge of defending the flag. Which is so frustrating we end up pulling out our hair most of the time while screaming at our useless shields. I played in tandem with another DB last night and it was fun, but really this was because there was a steady stream of CG bullets from TWO DB's focusing on targets to bring them down.

So

2 Doombringers can bring doom to 1 medium class armour.

two.
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Mon Nov 21, 2011 11:26 am
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Quantum47
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Post Re: [DISCUSSION] The new Doombringer
Kurzgan wrote:

2 Doombringers can bring doom to 1 medium class armour.

two.


Only if that medium class is a ranger/raider. Anything else would be destroyed by a doombringer.
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Mon Nov 21, 2011 11:48 am
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TheEschaton


Joined: Wed Aug 17, 2011 12:53 pm
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Steam Gamer Name: LeadProphet
Post Re: [DISCUSSION] The new Doombringer
Before I say anything, I just want to know if my conception of what the 3 heavy classes are supposed to be for is right.

Doombringer - Antivehicle and Base defense b/c it has a missile launcher and a suppression weapon, plus no area effect for taking out enemy defenses.

Brute - Flag Defense (body blocking) and Heavy Offense b/c it can get a perk that allows it to stay on the flag much more easily and also gets another for meleeing the flag out of the cappers hands, I think. Lends itself to HO by virtue of its very powerful stormhammer and its minor energy pack.

Juggernaut - Heavy Offense and Suppression b/c the mortar should disrupt flag defenders and take out emplacements with ease. Not saying it currently does, just saying that's what it seems to be for. The spinfusor it gets looks like it was intended to help fight off lights and mediums who might try to intercept it in the middle of this job. Its grenade also appears to be designed to take out emplacements.

If those are correct, then it would make sense for the Doombringer to get sticky grenades for use against vehicles, and its Saber launcher should have some perk against vehicles but be more difficult to use against infantry. Its Chaingun shouldn't be particularly accurate, but it should definitely make players think twice about engaging this class head-on, especially at anything other than very long range. Its bullets should ricochet like crazy to give it some use indoors. I did notice that currently its bullets have a tiny little amount of splash damage, which is nice, but how does that work with ricochet - not sure.

As for the force field, I do think players could work on being more creative with it. I tend to see it always deployed directly on the flag, which means it will be facing a LOT of damage pretty constantly. I don't have the class yet, but when I do I will be putting it at the entrances to my generator room to give people some warning of Infiltrators, or using it to screen me from sniper shots wherever I set up in overwatch position over my base, or perhaps even using it just a little further away from the flag on a cap route so that players will either have to spread out their shots to the flagstand to kill it or else take less than optimal routes.
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Mon Nov 21, 2011 1:16 pm
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ArchangelXv1
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Post Re: [DISCUSSION] The new Doombringer
I play only Heavy Jugg, and I gotta say, nerfing the DB even more makes me sad. I have never gotten taken out by a missile and in fact, I regurally shoot them out of the sky and that's as a big fat heavy.

The CG is a pretty crazy up close weapon, and in the right hands I fear it (Felix!), but its never felt OP to me.

I'm raping DBs now for some reason and I think it has a lot to do with the chain and the fact I'm using the disc a helluva lot more.

Too bad...I feel for you, and whatever Felix' opinion, I defer to him because he plays the class well.
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Mon Nov 21, 2011 5:29 pm
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ArchangelXv1
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Post Re: [DISCUSSION] The new Doombringer
TheEschaton wrote:

Juggernaut - Heavy Offense and Suppression b/c the mortar should disrupt flag defenders and take out emplacements with ease. Not saying it currently does, just saying that's what it seems to be for. The spinfusor it gets looks like it was intended to help fight off lights and mediums who might try to intercept it in the middle of this job. Its grenade also appears to be designed to take out emplacements.


Have never used the Jugg for it, although it makes sense. I use it primarily for flag defense...its the closed to what I used before in T1/T2 for HoF. Stop the incoming capper with a disc/grenade and if missed on the bodyblock, then follow-up with mortar for sniping return routes.

It's worked pretty well in this position.

I disagree with the whole "YOU PLAY HOW WE WANT YOU TO PLAY" class stuff anyways. I hate the very idea of someone forcing me to play rock, paper, scissors in a game that was once the epitome of customization.
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Mon Nov 21, 2011 5:31 pm
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Dryft


Joined: Sun May 03, 2009 11:49 am
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Post Re: [DISCUSSION] The new Doombringer
I really liked the DB (and still do despite the increased difficulty) for flag and gen D, but I spend more time redeploying forcefields than anything else it seems. By the time I get a good bead on someone I'm fighting, their hitscan weapons have already chewed through half my armor and if I lose track of them I'm dead.

That said, if I can keep the CG on them they melt instead. Other than some minor adjustments to the Sabre Launcher, I don't really think the DB needed the nerfing it got. If there's any class I've felt OP as, it's Ranger but that's another thread.


Mon Nov 21, 2011 6:33 pm
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FelixTG
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Post Re: [DISCUSSION] The new Doombringer
Guess I should be happy they're paying so much attention to the Doombringer, next patch with fix 2 more bugs with the Doombringer. Gen down and force field still blocking those incoming discs will be fixed. Passengers of tanks will get a nice big indicator for the saber missiles incoming making them that much less effective.
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Mon Nov 21, 2011 7:55 pm
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