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Toby Flenderson
research lab The Superpowers
13
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Posted - 2013.09.05 14:25:00 -
[61] - Quote
Takahiro Kashuken wrote:
At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
Where did he say somas were better?
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ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
7
|
Posted - 2013.09.05 14:35:00 -
[62] - Quote
Toby Flenderson wrote:Godin Thekiller wrote:Toby Flenderson wrote:Monkey MAC wrote:Toby Flenderson wrote:
I'm glad to see that even tankers feel that they need to change play styles if the situation calls for it. I try running scout too sometimes when it makes sense. I think what's hard for me to grasp is the mindset of a player who is specialized into vehicles but then thinks that just because their tank is big it means it's appropriate for every situation. That was more or less what I'm getting at with some of the questions. I'm not criticizing anyone, I just have a lot more freedom with altering my roll on foot than someone who uses a tank I think.
Indeed, its not that therw aren't options its just some are much more powerful overall than othrs. For examp, e the blaster turret has a high dps, high accuracy, does plenty of damage to tanks as well as infantry, theres no need to use the other 2!! Turrets need more defined roles, anti infantry, anti tank, or anti air, at the base layer, one turret cant do it all!! That sounds interesting actually because I've heard someone in my corp mention something like that. I've always just seen either sniping tanks or blasters. It would be cool to see more variation so that it wasn't the same experience every game. It isn't our fault. We have 3 turrets, and 1 sucks, so what are we supposed to do? It isn't like we got 14 guns to use....... I apologize, I probably should've been more clear. I mean that it would be cool to see CCP come out with different turrets that allowed for more variation in tank strategies. I don't blame the tankers for using the turrets the way they currently are.
Great discussion here guys/gals!
I almost never loose tanks in a match unless I do something stupid and allow AV troopers to corner me (Or I have been drinking). Its a problem with the maps not exactly the damage being produced, in regards to tanks. If you put a spire that infantry can shoot 90% of the map then guess what, the tanks can only operate in 10% of the map. If you want a spire create it in the neutral area in the center and have it have angles on half of the map, this would create a vehicle bottle neck and add to the fun factor.
CCP until recently has the idea that all battles are to take place in a valley with mountains overlooking the middle. The last place an important installation would be is in the center of a valley surrounded by high places(Or deep underground but that feature is impossible due to tech limitations). You build important structures at the top of a mountain.
Here are my feelings on the current turrets and the complaints from my turret gunners.
Some of the problems with the small turrets are as follows(The gunners complaint not mine, mind you I run all proto turrets when I have dedicated gunners): Small Turrets: Missile - shooting WAY off mark randomly, making it way frustrating. Railguns - gunners ALWAYS complaining they only get 3 shots then overheats. Blaster - I do not do enough damage to infantry.
Large Turrets (Also only talking proto level): Missle - I can see a guy 20 Meters in front of me shoot at him 5 times and not hit him. I can also shoot a guy halfway across the map and randomly one shot him. Too risky and seems too random, it needs to be tightened up to be worth it. Railgun - Anti - Vehicle and Anti-Infantry, all at a distance and accurate. No real complaints here. Blaster - I shoot infantry jumping around and do nothing to them, this weapon needs some splash damage added. If it was given even a small boost it would make it worth it.
To be fair the only thing I complain about is rooftop camping where the map has basically been totally geared for infantry dominance. The new maps do not appear to suffer this problem. |
Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 14:42:00 -
[63] - Quote
Jack McReady wrote:Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value. we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you.
another biased butthurt post without any valid points from you
Just keep making stuff up because its easier for you
I would love to see these tanks survive 6 proto swarms but its always talk and hearsay but not from the drivers always from infantry saying how they have seen it or they were the swarm user and it survived
I have yet to see a vid of a madrugar surviving 6+ proto swarms and still keep on tanking and mowing down infantry
From my tanking experience its called running away, i cannot be still and take 6 proto 3dmg mod unless i am out of range or the missiles actually hit cover and not me so it looks like the swarms can lock on and keep firing but nothing ever hits
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Monkey MAC
killer taxi company General Tso's Alliance
186
|
Posted - 2013.09.05 14:48:00 -
[64] - Quote
AbadMutha 13 wrote:
Great discussion here guys/gals!
I almost never loose tanks in a match unless I do something stupid and allow AV troopers to corner me (Or I have been drinking). Its a problem with the maps not exactly the damage being produced, in regards to tanks. If you put a spire that infantry can shoot 90% of the map then guess what, the tanks can only operate in 10% of the map. If you want a spire create it in the neutral area in the center and have it have angles on half of the map, this would create a vehicle bottle neck and add to the fun factor.
CCP until recently has the idea that all battles are to take place in a valley with mountains overlooking the middle. The last place an important installation would be is in the center of a valley surrounded by high places(Or deep underground but that feature is impossible due to tech limitations). You build important structures at the top of a mountain.
Here are my feelings on the current turrets and the complaints from my turret gunners.
Some of the problems with the small turrets are as follows(The gunners complaint not mine, mind you I run all proto turrets when I have dedicated gunners): Small Turrets: Missile - shooting WAY off mark randomly, making it way frustrating. Railguns - gunners ALWAYS complaining they only get 3 shots then overheats. Blaster - I do not do enough damage to infantry.
Large Turrets (Also only talking proto level): Missle - I can see a guy 20 Meters in front of me shoot at him 5 times and not hit him. I can also shoot a guy halfway across the map and randomly one shot him. Too risky and seems too random, it needs to be tightened up to be worth it. Railgun - Anti - Vehicle and Anti-Infantry, all at a distance and accurate. No real complaints here. Blaster - I shoot infantry jumping around and do nothing to them, this weapon needs some splash damage added. If it was given even a small boost it would make it worth it.
To be fair the only thing I complain about is rooftop camping where the map has basically been totally geared for infantry dominance. The new maps do not appear to suffer this problem.
Yes your turrets definatly need improvements large and small alike, however like you said rail turretts at the moment can be both infantry and vechile centric, which I find a problem, this game is based on a rock, paper, sciccors mentality and should continue to be just so, there should be variations of your rail turret that make it infantry centric or vechile centric, and then a middle ground that is ok at both but not as good as a specilised variation. The missle turrets show ideally how it should work, some have mkre radius and splash damge which is clearly suited infantry, while others have less spread and more direct damage which clearly anti vechile, all turrets need this kind of definition! ,
|
Jack McReady
DUST University Ivy League
437
|
Posted - 2013.09.05 15:04:00 -
[65] - Quote
Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value. we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you. another biased butthurt post without any valid points from you Just keep making stuff up because its easier for you I would love to see these tanks survive 6 proto swarms but its always talk and hearsay but not from the drivers always from infantry saying how they have seen it or they were the swarm user and it survived I have yet to see a vid of a madrugar surviving 6+ proto swarms and still keep on tanking and mowing down infantry From my tanking experience its called running away, i cannot be still and take 6 proto 3dmg mod unless i am out of range or the missiles actually hit cover and not me so it looks like the swarms can lock on and keep firing but nothing ever hits what is the purpose of you repeating the same nonsense over and over?
surviving 6 proto hits and tanking it to proceed mowing down infantry are two entirely different things. it is possible to survive 6 proto swarms, that is the point. you are not supposed to be invincible but I guess you are one of those scrubs that think they should be able to solo everything in a tank and then wonder why the AV nades of a whole squad you tried to camp are hurting you. btw the time to kill a high durability fit is almost 20s of continous uninterrupted shooting with swarms. what have you or your team done in that time frame? the answer to this question is the cause of your butthurt. |
Monkey MAC
killer taxi company General Tso's Alliance
188
|
Posted - 2013.09.05 15:05:00 -
[66] - Quote
Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
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Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 15:23:00 -
[67] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:Jack McReady wrote:Takahiro Kashuken wrote: At least i dont have to make stuff up to try and prove a point but in your case you make it up and fail with the point anyways
If a soma was that good then madrugars wouldnt be used and all we would see is somas but suprisingly i dont see somas in PC matches it always maddys
Could you tell me why that is the case? No you cant because you dont know what you are talking about
another biased butthurt post without any valid points from you, but I didnt expected something else than a reply of no value. we have several madrugar drivers in dust uni that have fits able to absorb 6 proto swarms with 3 dmg mods and survive. so some guys in a training corp can do it but you dont? well bad news for you, if there is anyone that has no clue than it is obviously only you. another biased butthurt post without any valid points from you Just keep making stuff up because its easier for you I would love to see these tanks survive 6 proto swarms but its always talk and hearsay but not from the drivers always from infantry saying how they have seen it or they were the swarm user and it survived I have yet to see a vid of a madrugar surviving 6+ proto swarms and still keep on tanking and mowing down infantry From my tanking experience its called running away, i cannot be still and take 6 proto 3dmg mod unless i am out of range or the missiles actually hit cover and not me so it looks like the swarms can lock on and keep firing but nothing ever hits what is the purpose of you repeating the same nonsense over and over? surviving 6 proto hits and tanking it to proceed mowing down infantry are two entirely different things. it is possible to survive 6 proto swarms, that is the point. you are not supposed to be invincible but I guess you are one of those scrubs that think they should be able to solo everything in a tank and then wonder why the AV nades of a whole squad you tried to camp are hurting you. btw the time to kill a high durability fit is almost 20s of continous uninterrupted shooting with swarms. what have you or your team done in that time frame? the answer to this question is the cause of your butthurt.
If i could solo everything in a tank it would be a proto tank with proto mods where i would be able to tank 6 proto swarms because proto hull/mods
20s lolno, instant AV crutch nades, lai dai are the best 2k damage per nade and you never miss
What has my team done? well pub matches dont count only PC does but even then to kill a proto suit before he can launch all 3 nades takes longer to do in general also they can be anywhere at any time and not show up or even show up because i use a scanner but hide behind something and spam them because lol they never miss
Back to the point of you making stuff up, even with proto swarms and not prof 5 its at least 2k damage a volley, if you are not using dmg mods then you are doing it wrong again, plus swarms lock on even faster at level 5 fire faster and still fire invisible missiles which still go around corners
This invincible soma i have yet to see, every tanker i know doesnt use militia tanks because they get popped easily, i have yet to see one in a PC match and the ones i see in pub matches get killed very easily
I could say easily my maddy survived 2 sets of proto swarms and it has done, what im not telling you is that i was up a mountain behind cover but my turret was peaking out so i could still fire shots, the swarms could still lock onto me because of the turret but the missiles fire towards the bottom of my tank and i see the explosion of the missiles on the rocks so i survived 12proto swarms
Your story has more ******* holes in it than swiss cheese hence why i call it BS and made up
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Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 15:29:00 -
[68] - Quote
Monkey MAC wrote:Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
The only time a basic tank is OP is when ther is next to no AV on the enemy team which is ther fault and not mine
When its UP is when anything over adv pops up because we do not have adv/proto mods/hulls
Also swarms/av nades are the biggest crutches in the game and require no aim while still have massive faults with the weapon, invisible missiles/locking through cover/able to look up not lose lock so you can fire missiles when not looking at the target/tracking or the target is borked since the missiles track where the target used to be and not where it is/homing nades
FG is pretty balanced as it is, requires some aim, more than the swarms and AV will ever need which is 0
Plasma cannon did get a buff in proj speed in 1.4 i have seen them about more and they do hit harder when they hit, requires the most aim so rarely used
AV mines are never used, espc when homing AV nades deal more damage and never miss so why bother swapping to mines
Give use proto hull/mods to compete with proto AV and we have a level playing field
Pub matches should never be used to balance a weapon, its random, teams are random, forget about it
Balance in PC where it counts, basic vehicles vs proto AV makes PC a right ******* annoyance |
Jack McReady
DUST University Ivy League
437
|
Posted - 2013.09.05 15:34:00 -
[69] - Quote
Takahiro Kashuken wrote:stuff is that how discussion with you look like? someone bring facts and arguments and you answer with several unrelated biased QQ?
you not only failed at reading and answering accordingly, you also managed to write several answers with biased QQ and zero arguments in a row. I guess your ignorance and tunnelvision must be a blessing
|
Takahiro Kashuken
Red Star. EoN.
1232
|
Posted - 2013.09.05 15:41:00 -
[70] - Quote
Jack McReady wrote:Takahiro Kashuken wrote:stuff is that how discussion with you look like? someone bring facts and arguments and you answer with several unrelated biased QQ? you not only failed at reading and answering accordingly, you also managed to write several answers with biased QQ and zero arguments in a row. I guess your ignorance and tunnelvision must be a blessing
Facts what ******* facts? you didnt bring any, you made it up on the spot
You told a story which more holes in it than swiss cheese and left out a bunch of details
Basically you are a terrible terrible AV player and have no idea what you are doing
Ive countered all your points, even made up a better story than you can do to prove your point wrong and its more ******* believable because it actually happens
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ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
8
|
Posted - 2013.09.05 15:57:00 -
[71] - Quote
Monkey MAC wrote:AbadMutha 13 wrote:
Great discussion here guys/gals!
I almost never loose tanks in a match unless I do something stupid and allow AV troopers to corner me (Or I have been drinking). Its a problem with the maps not exactly the damage being produced, in regards to tanks. If you put a spire that infantry can shoot 90% of the map then guess what, the tanks can only operate in 10% of the map. If you want a spire create it in the neutral area in the center and have it have angles on half of the map, this would create a vehicle bottle neck and add to the fun factor.
CCP until recently has the idea that all battles are to take place in a valley with mountains overlooking the middle. The last place an important installation would be is in the center of a valley surrounded by high places(Or deep underground but that feature is impossible due to tech limitations). You build important structures at the top of a mountain.
Here are my feelings on the current turrets and the complaints from my turret gunners.
Some of the problems with the small turrets are as follows(The gunners complaint not mine, mind you I run all proto turrets when I have dedicated gunners): Small Turrets: Missile - shooting WAY off mark randomly, making it way frustrating. Railguns - gunners ALWAYS complaining they only get 3 shots then overheats. Blaster - I do not do enough damage to infantry.
Large Turrets (Also only talking proto level): Missle - I can see a guy 20 Meters in front of me shoot at him 5 times and not hit him. I can also shoot a guy halfway across the map and randomly one shot him. Too risky and seems too random, it needs to be tightened up to be worth it. Railgun - Anti - Vehicle and Anti-Infantry, all at a distance and accurate. No real complaints here. Blaster - I shoot infantry jumping around and do nothing to them, this weapon needs some splash damage added. If it was given even a small boost it would make it worth it.
To be fair the only thing I complain about is rooftop camping where the map has basically been totally geared for infantry dominance. The new maps do not appear to suffer this problem.
Yes your turrets definatly need improvements large and small alike, however like you said rail turretts at the moment can be both infantry and vechile centric, which I find a problem, this game is based on a rock, paper, sciccors mentality and should continue to be just so, there should be variations of your rail turret that make it infantry centric or vechile centric, and then a middle ground that is ok at both but not as good as a specilised variation. The missle turrets show ideally how it should work, some have mkre radius and splash damge which is clearly suited infantry, while others have less spread and more direct damage which clearly anti vechile, all turrets need this kind of definition! ,
I would agree with your rail-gun comment save the fact that its rate of fire is low and to really equip it properly you sacrifice armor and survivability. They are meant to be a glass cannon sort of tank, so they are balanced in the fact that they are usually not rolling around the battlefield.
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Toby Flenderson
research lab The Superpowers
13
|
Posted - 2013.09.06 02:55:00 -
[72] - Quote
Takahiro Kashuken wrote:Monkey MAC wrote:Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
The only time a basic tank is OP is when ther is next to no AV on the enemy team which is ther fault and not mine When its UP is when anything over adv pops up because we do not have adv/proto mods/hulls Also swarms/av nades are the biggest crutches in the game and require no aim while still have massive faults with the weapon, invisible missiles/locking through cover/able to look up not lose lock so you can fire missiles when not looking at the target/tracking or the target is borked since the missiles track where the target used to be and not where it is/homing nades FG is pretty balanced as it is, requires some aim, more than the swarms and AV will ever need which is 0 Plasma cannon did get a buff in proj speed in 1.4 i have seen them about more and they do hit harder when they hit, requires the most aim so rarely used AV mines are never used, espc when homing AV nades deal more damage and never miss so why bother swapping to mines Give use proto hull/mods to compete with proto AV and we have a level playing field Pub matches should never be used to balance a weapon, its random, teams are random, forget about it Balance in PC where it counts, basic vehicles vs proto AV makes PC a right ******* annoyance
You must be joking calling swarms and AVs the biggest crutches in Dust.
Swarm launchers are primary weapons. They cannot attack infantry and they are completely worthless for anything aside from destroying vehicles. Why would CCP make them also difficult to aim and operate doing the only thing they're supposed to do? Aside from a SMG or scrambler pistol the player is completely defenseless to the enemies while they try to move into view of the tank. This is dangerous enough and almost suicidal so yeah they should be able to shoot/lock with some wiggle room around corners.
AV grenades are also worthless against infantry and can't be thrown very far. If someone drives a tank through infantry and doesn't expect to be challenged by something then they're just an idiot. I sense that tank users expect to be invincible and chase infantry down and then get annoyed when they toss AV grenades at them. Play smarter if you're being killed by AV grenades.
Just imagine how vulnerable the SL/AV grenade users are while tankers sit cozy in a metal box with 5-10k hp. The ones chasing tanks with AV grenades deserve medals. |
Jack McReady
DUST University Ivy League
454
|
Posted - 2013.09.06 07:27:00 -
[73] - Quote
Toby Flenderson wrote:I sense that tank users expect to be invincible and chase infantry down and then get annoyed when they toss AV grenades at them. in before Takahiro Kashuken again answers with unrelated stuff and wrong biased made up information. I guess there is no cure for his tunnelvision |
Xender17
Ahrendee Mercenaries EoN.
556
|
Posted - 2013.09.06 07:32:00 -
[74] - Quote
1. Is it expected to lose/destroy a tank in a given match or is it simply intended to be matched by other tanks? If HAVs are intended to other HAVs than there are some big balance options.
2. Are tank users counting on being able to use tanks every game for the entire game since their SP are primarily distributed into tanks? This isn't viable. Isk earned per match and deaths per x matches make it very difficult to keep up. Unless redline snipe. Making ambush enviable and less fun.
3. Is there something to say about the amount of SP/ISK required to run tanks vs. AV? The above. We are usually forced to use infantry gear.
4. Before 1.4 were things balanced? No. AV grenades and soloing are still and were problems. |
Takahiro Kashuken
Red Star. EoN.
1237
|
Posted - 2013.09.06 11:02:00 -
[75] - Quote
Toby Flenderson wrote:Takahiro Kashuken wrote:Monkey MAC wrote:Stop throwing insults at each other like 2 year olds, its degrading and only serves to diminish your intelligence!! Sometimes tanks can be op, sometimes they can be up, end of that discussion!!
How do you think tanks can be made fair for enemy infantry, and dont mean nerf this mcnuggets out of everything!! How can a tank be a tank without steam rolling the opposite side?
The only time a basic tank is OP is when ther is next to no AV on the enemy team which is ther fault and not mine When its UP is when anything over adv pops up because we do not have adv/proto mods/hulls Also swarms/av nades are the biggest crutches in the game and require no aim while still have massive faults with the weapon, invisible missiles/locking through cover/able to look up not lose lock so you can fire missiles when not looking at the target/tracking or the target is borked since the missiles track where the target used to be and not where it is/homing nades FG is pretty balanced as it is, requires some aim, more than the swarms and AV will ever need which is 0 Plasma cannon did get a buff in proj speed in 1.4 i have seen them about more and they do hit harder when they hit, requires the most aim so rarely used AV mines are never used, espc when homing AV nades deal more damage and never miss so why bother swapping to mines Give use proto hull/mods to compete with proto AV and we have a level playing field Pub matches should never be used to balance a weapon, its random, teams are random, forget about it Balance in PC where it counts, basic vehicles vs proto AV makes PC a right ******* annoyance You must be joking calling swarms and AVs the biggest crutches in Dust. Swarm launchers are primary weapons. They cannot attack infantry and they are completely worthless for anything aside from destroying vehicles. Why would CCP make them also difficult to aim and operate doing the only thing they're supposed to do? Aside from a SMG or scrambler pistol the player is completely defenseless to the enemies while they try to move into view of the tank. This is dangerous enough and almost suicidal so yeah they should be able to shoot/lock with some wiggle room around corners. AV grenades are also worthless against infantry and can't be thrown very far. If someone drives a tank through infantry and doesn't expect to be challenged by something then they're just an idiot. I sense that tank users expect to be invincible and chase infantry down and then get annoyed when they toss AV grenades at them. Play smarter if you're being killed by AV grenades. Just imagine how vulnerable the SL/AV grenade users are while tankers sit cozy in a metal box with 5-10k hp. The ones chasing tanks with AV grenades deserve medals.
Missiles still being invisible - broken rendering
Missiles still following around corners/cover because it tracks to where you were locked on then follows you after it has reached that point - broken tracking
Can lock on through cover even if you can only see a part of the tank because the square pops up - broken lock on
Can lock on and then look away for a few seconds before you lose lock, i use this when behind cover, so i lock on to part of the tank look up and then fire, i should lose lock as soon as i look away - broken lock on
Can lock on and fire while bunny hopping - Basically an RPG on your shoulder so why the **** should you be allowed to do this?
If you are fine with the above problems then you are a crutch user who wants to keep an OP weapon
AV nades - homing crutch, means you can spam behind cover and never miss, you can even throw it past the tank and it will home in on it, more damage than AV mines, more damage than any of the large turrets
Why cant we just have it where you throw the AV nade at the tank, if you miss the tank its because you have bad aim, the AV nade would explode on the hull itself and if you miss it disappears after 2seconds
If you need the homing crutch then you are a bad player with no aim |
Hell Destroyer
Planetary Response Organization Test Friends Please Ignore
7
|
Posted - 2013.09.06 13:09:00 -
[76] - Quote
A tank by its self is useless with all the av. The swarms are hard to escape in a tank and the new fire rate really hurts tankers. In the end you need to coordinate with your squad if you tank or you have a tanker because the squad can help take out all the swarms you miss and inform you when and were they will becoming from. This is my experience |
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