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The Attorney General
ZionTCD
764
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Posted - 2013.08.25 18:20:00 -
[1] - Quote
Longer redline timers for vehicles.
Give me 40 seconds and I can hit anywhere they like to hide.
That way, if you want to tank from someplace really safe, you have the rendering distance handicapping your attempts to get points. |
The Attorney General
ZionTCD
764
|
Posted - 2013.08.25 18:37:00 -
[2] - Quote
You get used to certain tankers who live their lines in the redline. They have a set of fits, you can see just by their numbers that their fit has no place out of the redline.
They build their entire fit around not entering the field of play. Regardless of how you view anything else, redline tankers deserve to be mocked for this type of play.
Having to try and co-ordinate 3 AV guys, or a mix of armor and breach forges to destroy someone who has basically built a million ISK sniper dropsuit with 7000 armor is too much effort given the perches that are available by sitting out outside the play area.
Increasing how long far a tank can travel in the redline would enable us to reach those cowards, and since we are tanks, we are still soft enough to get pegged by AV if we are trying to spawn trap.
Win - Win. |
The Attorney General
ZionTCD
764
|
Posted - 2013.08.25 18:44:00 -
[3] - Quote
daishi mk03 wrote:Even 40 sec won't be enough to get full build sniper tanks killed in the redline.
I'm bringing at least one proto forge with me, if not someone with proto fluxes or lai dais as well. We are dropping any tank that dares to hide up there. |
The Attorney General
ZionTCD
764
|
Posted - 2013.08.25 18:57:00 -
[4] - Quote
ladwar wrote:all i keeping hearing is "im am butt hurt over someone else using tactic i don't know how to counter and won't try and think of a counter or why this happens because i am a scrub" really GTFU this is not going away. its the way CCP wants it so that how its going to get played just like the assault forge snipers that do better then snipers w/ rifles and FOTMs.
I can put together a sniper tank that would require a silly amount of teamwork for the reds to get rid of.
Even if I concede that being able to perch up in a tank like that to prevent a horrible spawn trap, there needs to be a direct, 1 v 1 vehicle based solution to a tank anywhere on the map.
Not being able to flank a perched up vehicle is lazy map design.
Skim junction works because when someone perches up you can take a crew in a LLAV through the redline and climb the mountain. It prevents an immovable threat from being granted to the team that just happens to spawn on one side of a map.
Manus, Ashland, and Spine Crescent are the worst in this regard in that order. |
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