Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Bright Cloud
Namtar Elite Gallente Federation
187
|
Posted - 2013.09.20 00:09:00 -
[1] - Quote
Well ive got both weapons on proto and im aible to put 3 damage mods on my sawrm fit and 2 on my forgegun fit (both proto suits). Well due to the recent changes to swarms i think that they deal more damage in a shorter amount of time then forgeguns do. And to top it you can put them on any suit you like which gives you a advantage to use nanohives and keep spamming your AV weapon. Well im gonna share now my experience and some stuff which some people are maybe not aware off. (following content is with proto weapons)
Swarms: i tried to use it against all sorts of vehicles and im surprised that it actually does more damage then a forgegun to shield tanks (CCP screwed up again?) i can take down a very decent shield tanker with around 5-6 volleys. Logi LAV's usually go pop after 3 hits in a row. Hardest to take down are however dropships with a swarm launcher. Simply cause they can outrun them and the last time i aimed at a dropship i get a efficency rating off 55% (basically half the damage). Which explains why certain dropships survive 3-4 hits.
Forgeguns: Compared to swarm launchers the charge time is longer then the actual charge time from a assault forgegun. However the shots are near instant hits which makes it aswell a decent weapon against infantry. However taking out LAV's with it can be tricky cause they usually are fast and sometimes unpredictable in their movement. It does equally good against shield or armor tanks. But due to my experience it takes longer to kill a tank with a forgegun then it does with swarms. However the forgegun can get a 200% efficency (double damage) if you shot a tank in the back. Against dropships its the best weapon to use due to its near insta hits and you have your full damage applied which is 100% efficency. This explains aswell why allmost every dropship gets shot down with just 2 hits. This is actually kinda easy to do cause dropships are slacking momentum when turning in a different direction which makes them easy targets.
TL;DR -Swarms are good against Tanks and LAV's -Forgeguns are good against dropships and infantry |
Xender17
Ahrendee Mercenaries EoN.
643
|
Posted - 2013.09.20 00:17:00 -
[2] - Quote
Damage bonus doesn't matter anymore. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3628
|
Posted - 2013.09.20 00:17:00 -
[3] - Quote
Swarms are very effective against bad pilots. Forges are good at locking down entire maps. |
Michael Arck
Anubis Prime Syndicate
1124
|
Posted - 2013.09.20 00:19:00 -
[4] - Quote
Are swarms even viable against tanks? Is it worth speccing up? |
knight of 6
SVER True Blood Public Disorder.
290
|
Posted - 2013.09.20 00:21:00 -
[5] - Quote
proto AV = kills all the things
swarms don't do infantrys but they're faster and easier to survive with forge guns do kill infantry but they fat & slow |
Cody Sietz
Bullet Cluster
1003
|
Posted - 2013.09.20 00:27:00 -
[6] - Quote
Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? Not so much anymore, still effective but your gonna have to close the gap and use some packed AV. |
knight of 6
SVER True Blood Public Disorder.
291
|
Posted - 2013.09.20 00:42:00 -
[7] - Quote
Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? yes, here is how to kill a tank(armor): you're gonna need av nades and a swarm launcher. pop all 3 av nades don't fire the swarm yet but let the tanker know you have it. he'll react as if it's proto they always assume it's proto especially if it's on a proto suit. he'll fire his rep(to heal the armor you scratched with the nades) and any hardener thats not active or in cool down to avoid being alpha'd by the swarm. wait for the rep to cycle but keep fire on his tank with a submachine gun or something(preferably a friend) to keep his shields down. now that his rep has cycled you have a 30 second window to kill the tank.
also the tank will try to back out after the av nades hit so make sure he can't do it safely this is easiest do by owning the installations(turrets) around him.
standard tank fit:
pro turret pro plate pro rep pro hardener pro hardener pro PG mod
active scanner active scanner |
Quil Evrything
DUST University Ivy League
150
|
Posted - 2013.09.20 00:46:00 -
[8] - Quote
Thanks for the great strategy tip!
Too bad it isnt more viable to chase after him with LAVs +small railguns mounted
|
Surt gods end
Demon Ronin
1069
|
Posted - 2013.09.20 01:31:00 -
[9] - Quote
My takkaman AV suit scout suit has plugged more than it's fair share of tanks. without Av nades. It can be done.
Lv4 Proto Swarms. 2 complex damage mods. Complex dampeners.
I can get in behind the tank. or at it's side, depending at where I guess it's exit strategy will be. Close but not nade throwing close. I find swarms work best at some distance but not too far. Just enough to fire two-three volleys back to back, and have them connect within a sec of each other.
You then forget tank and head to cutoff point. and fire. Done.
But my ability as a scout is to get to the red line and intercept the tank as it's getting called in. QQ tears to soak up, and easiest hunt always. |
Toby Flenderson
research lab The Superpowers
37
|
Posted - 2013.09.20 02:23:00 -
[10] - Quote
knight of 6 wrote:Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? yes, here is how to kill a tank(armor): you're gonna need av nades and a swarm launcher. pop all 3 av nades don't fire the swarm yet but let the tanker know you have it. he'll react as if it's proto they always assume it's proto especially if it's on a proto suit. he'll fire his rep(to heal the armor you scratched with the nades) and any hardener thats not active or in cool down to avoid being alpha'd by the swarm. wait for the rep to cycle but keep fire on his tank with a submachine gun or something(preferably a friend) to keep his shields down. now that his rep has cycled you have a 30 second window to kill the tank. also the tank will try to back out after the av nades hit so make sure he can't do it safely this is easiest do by owning the installations(turrets) around him. standard tank fit: pro turret pro plate pro rep pro hardener pro hardener pro PG mod active scanner active scanner
Thanks. I don't have any proto equipment so at least I'll know when I can do the most with what I've got. |
|
KING CHECKMATE
TEAM SATISFACTION
1175
|
Posted - 2013.09.20 02:27:00 -
[11] - Quote
'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. |
ladwar
Dead Six Initiative Lokun Listamenn
1655
|
Posted - 2013.09.20 02:27:00 -
[12] - Quote
knight of 6 wrote:Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? yes, here is how to kill a tank(armor): you're gonna need av nades and a swarm launcher. pop all 3 av nades don't fire the swarm yet but let the tanker know you have it. he'll react as if it's proto they always assume it's proto especially if it's on a proto suit. he'll fire his rep(to heal the armor you scratched with the nades) and any hardener thats not active or in cool down to avoid being alpha'd by the swarm. wait for the rep to cycle but keep fire on his tank with a submachine gun or something(preferably a friend) to keep his shields down. now that his rep has cycled you have a 30 second window to kill the tank. also the tank will try to back out after the av nades hit so make sure he can't do it safely this is easiest do by owning the installations(turrets) around him. standard tank fit: pro turret pro plate pro rep pro hardener pro hardener pro PG mod active scanner active scanner lol... there is no proto modules for vehicles. check meta levels, it proves it. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1325
|
Posted - 2013.09.20 02:44:00 -
[13] - Quote
I have found that proto swarms can decimate tanks fairly easily (haven't really had a chance to shoot any decent tankers though, mostly just sica and somas), and swarms are pretty terrible vs dropships. Even if I am landing full hits, I have unloaded several clips at dropships and they are still chugging along... and this is with 3 complex damage mods and proto swarms.
Forge seems to be somewhat useless against tanks, even with a proto assault forge with 2 complex damage mods. On average I can just scare a tanker enough to get them to back away. Doesn't seem to matter if their are shield or armor tanked, I can unload 4 shots into a tank and it really doesn't do much damage to their shields. Although I have noticed that once tankers are down to their armor, they are much more spongy with a forge. Maybe CCP messed this one up and gave the swarms the shield damage bonus and the forge the armor damage bonus.
As for LAV's, well, both forge and swarms are somewhat useless against tanked LLAV's, swarms can be outrun, and the forge requires almost a pure-luck shot to land any hits with such a fast moving object (talking assault forge here, which is all I use). |
Godin Thekiller
Hellstorm Inc League of Infamy
762
|
Posted - 2013.09.20 02:55:00 -
[14] - Quote
Cody Sietz wrote:Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? Not so much anymore, still effective but your gonna have to close the gap and use some packed AV.
Well, if you learn to get on a higher than ground level plane, specifically higher than the said HAV, they're even better. I'd like to see a HAV that could somehow out tank 9k damage without knowing it's coming. |
NextDark Knight
Hellstorm Inc League of Infamy
53
|
Posted - 2013.09.20 02:58:00 -
[15] - Quote
DJINN leukoplast wrote: Forge seems to be somewhat useless against tanks, even with a proto assault forge with 2 complex damage mods. On average I can just scare a tanker enough to get them to back away. Doesn't seem to matter if their are shield or armor tanked, I can unload 4 shots into a tank and it really doesn't do much damage to their shields. Although I have noticed that once tankers are down to their armor, they are much more spongy with a forge. Maybe CCP messed this one up and gave the swarms the shield damage bonus and the forge the armor damage bonus.
I agree with this statement, I use to 1v1 most good tankers but that hasn't been possible lately. I find that with most tanks I have to bate them into a bad situation to kill them or they are just terrible and get killed. Most good tankers I find can move in while they have the hardeners and prop mods on get a few kills and move out before the hardeners are off. The old days where tankers where greedy seam to be over and I have to be really luckie to get them with thier pants down with forge fire.
I have stopped using all the forges besides the assault when they changed the way the charge is shown on the screen. It's just to much of a pain to look to the bottom right ot use the other forge guns. |
Godin Thekiller
Hellstorm Inc League of Infamy
762
|
Posted - 2013.09.20 02:58:00 -
[16] - Quote
DJINN leukoplast wrote:I have found that proto swarms can decimate tanks fairly easily (haven't really had a chance to shoot any decent tankers though, mostly just sica and somas), and swarms are pretty terrible vs dropships. Even if I am landing full hits, I have unloaded several clips at dropships and they are still chugging along... and this is with 3 complex damage mods and proto swarms.
Forge seems to be somewhat useless against tanks, even with a proto assault forge with 2 complex damage mods. On average I can just scare a tanker enough to get them to back away. Doesn't seem to matter if their are shield or armor tanked, I can unload 4 shots into a tank and it really doesn't do much damage to their shields. Although I have noticed that once tankers are down to their armor, they are much more spongy with a forge. Maybe CCP messed this one up and gave the swarms the shield damage bonus and the forge the armor damage bonus.
As for LAV's, well, both forge and swarms are somewhat useless against tanked LLAV's, swarms can be outrun, and the forge requires almost a pure-luck shot to land any hits with such a fast moving object (talking assault forge here, which is all I use).
Nope, both have armor. You just suck. AV= death to vehicles, or lockdown of entire map for vehicles. Furthermore, I'd like to see a LLV that can outrun swarms. Haven't seen it yet. Lastly, As I've said before, you have **** aim with the forge. I once saw you, dodged your shots, and raped your face. |
KING CHECKMATE
TEAM SATISFACTION
1176
|
Posted - 2013.09.20 03:03:00 -
[17] - Quote
PRoto Swarms, 3 complex damage mods, and 6 volleys to destroy 1 tank. Man.. im still asimilating this.....
6..wow....
|
knight of 6
SVER True Blood Public Disorder.
293
|
Posted - 2013.09.20 03:06:00 -
[18] - Quote
ladwar wrote:knight of 6 wrote:Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? yes, here is how to kill a tank(armor): you're gonna need av nades and a swarm launcher. pop all 3 av nades don't fire the swarm yet but let the tanker know you have it. he'll react as if it's proto they always assume it's proto especially if it's on a proto suit. he'll fire his rep(to heal the armor you scratched with the nades) and any hardener thats not active or in cool down to avoid being alpha'd by the swarm. wait for the rep to cycle but keep fire on his tank with a submachine gun or something(preferably a friend) to keep his shields down. now that his rep has cycled you have a 30 second window to kill the tank. also the tank will try to back out after the av nades hit so make sure he can't do it safely this is easiest do by owning the installations(turrets) around him. standard tank fit: pro turret pro plate pro rep pro hardener pro hardener pro PG mod active scanner active scanner lol... there is no proto modules for vehicles. check meta levels, it proves it. I know, but there are 3 levels and named variants aren't standard like they are in eve, it was simply for explanation's sake |
Bright Cloud
Namtar Elite Gallente Federation
188
|
Posted - 2013.09.20 10:17:00 -
[19] - Quote
KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. They where the key is to lure them on open field and start shoting when they are at the point of no return. Oh and i got quick reload on lvl4 to lower realoading time. Oh and i usually sit on buildings where infantry and tanks wont get me. |
Mortedeamor
Hellstorm Inc League of Infamy
276
|
Posted - 2013.09.20 10:53:00 -
[20] - Quote
KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. as far as i know your the one that actually needs 3x dmg mods ona swarm to kill a tank. most avers dont even pull proto av out why bother its over kill no if i kill you you are probably being hit by my cheap av suit and just suck terribad at your role.
most of us removed our dmg mods after chromosome. why bother using dmg mods so you can 1 shot a tank yawns boring. |
|
Bright Cloud
Namtar Elite Gallente Federation
188
|
Posted - 2013.09.20 13:18:00 -
[21] - Quote
Mortedeamor wrote:KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. as far as i know your the one that actually needs 3x dmg mods ona swarm to kill a tank. most avers dont even pull proto av out why bother its over kill no if i kill you you are probably being hit by my cheap av suit and just suck terribad at your role. most of us removed our dmg mods after chromosome. why bother using dmg mods so you can 1 shot a tank yawns boring. Why i use damage mods? To farm tears and prevent that the guy runs off with his tank and recalls it. If he brings a vehicle that costs like 2 million isk he better thought about it that he can loose that 2 million ISK tank in the match. Too many people think that the more ISK you spend the higher their advantage should be. How do they say it on eve?
"As soon you undock you basically accept that your ship is a target for every 1 and allready lost." "Dont use what you cant afford to loose" People who use proto suits or tanks need to accept it that they can be destroyed/killed as soon they deploy to the field. |
Spycrab Potato
Hold-Your-Fire
481
|
Posted - 2013.09.20 13:23:00 -
[22] - Quote
knight of 6 wrote:Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? yes, here is how to kill a tank(armor): you're gonna need av nades and a swarm launcher. pop all 3 av nades don't fire the swarm yet but let the tanker know you have it. he'll react as if it's proto they always assume it's proto especially if it's on a proto suit. he'll fire his rep(to heal the armor you scratched with the nades) and any hardener thats not active or in cool down to avoid being alpha'd by the swarm. wait for the rep to cycle but keep fire on his tank with a submachine gun or something(preferably a friend) to keep his shields down. now that his rep has cycled you have a 30 second window to kill the tank. also the tank will try to back out after the av nades hit so make sure he can't do it safely this is easiest do by owning the installations(turrets) around him. standard tank fit: pro turret pro plate pro rep pro hardener pro hardener pro PG mod active scanner active scanner I don't think this is possible without having absolute crap plates. |
Cody Sietz
Bullet Cluster
1008
|
Posted - 2013.09.20 17:04:00 -
[23] - Quote
Godin Thekiller wrote:Cody Sietz wrote:Michael Arck wrote:Are swarms even viable against tanks? Is it worth speccing up? Not so much anymore, still effective but your gonna have to close the gap and use some packed AV. Well, if you learn to get on a higher than ground level plane, specifically higher than the said HAV, they're even better. I'd like to see a HAV that could somehow out tank 9k damage without knowing it's coming. well yeah, but that's not always the case. Sometimes your holding down C and a tank rolls in and you just gotta charge.
of course, getting a dropship up on a tower along with a FG is a pretty serious threat.
|
8213
Grade No.2
283
|
Posted - 2013.09.20 17:17:00 -
[24] - Quote
KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS.
Tank: 200,000 ISK just for the HAV itself, not including turrets(needed) and modules. And a whole new host of SP to spend.
Swarm Launcher: 60,000 ISK, throw in a protosuit, damage mods, and whatever you want, it's half the price of an HAV.
So, a 500,000 ISK HAV build should be able to be taken out single handedly, by a guy with a 120,000 ISK Swarm Launcher fit?
What exactly is your definition of balance? Tanks cost insane amounts of ISK, and SP. A tanker has more on the line in the battle than some guy in an A/V infantry suit. Plus, the Tanker risks his dropsuit fit as well.
Oh... I also forgot, AI/manned turrets on the field can take out a HAV at no cost/risk to anyone... |
pegasis prime
BIG BAD W0LVES
1010
|
Posted - 2013.09.20 17:17:00 -
[25] - Quote
Bright Cloud wrote:Mortedeamor wrote:KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. as far as i know your the one that actually needs 3x dmg mods ona swarm to kill a tank. most avers dont even pull proto av out why bother its over kill no if i kill you you are probably being hit by my cheap av suit and just suck terribad at your role. most of us removed our dmg mods after chromosome. why bother using dmg mods so you can 1 shot a tank yawns boring. Why i use damage mods? To farm tears and prevent that the guy runs off with his tank and recalls it. If he brings a vehicle that costs like 2 million isk he better thought about it that he can loose that 2 million ISK tank in the match. Too many people think that the more ISK you spend the higher their advantage should be. How do they say it on eve? "As soon you undock you basically accept that your ship is a target for every 1 and allready lost." "Dont use what you cant afford to loose" People who use proto suits or tanks need to accept it that they can be destroyed/killed as soon they deploy to the field.
The big problem with havs at the moment is infantry ar cod boys cryed that their malitia grade av wasent good enough to solo havs so ccp nerfed us into the ground and now that everyone and their dog has some form of proto av most hav pilots dont stand a chance If the whiny cod boys had just skilled into av they would have seen how weak havs were in the first place ... hell I used to solo sagis with my ishicone assault forge .... back in chrme not many folks had proto av so havs seemd invulnerable.
What I dont like is if I have 2 mercs in my hav a solo proto swarm launcher can destroy me from 400m away and at that distance you can get off 4 vollys before the first hits and the two that follow destry your hav . We are at a sevear disadvantage to av when the tier of our equipment is far bellow the standers of av equipment avalible but cod boys calld that balance. |
Bright Cloud
Namtar Elite Gallente Federation
188
|
Posted - 2013.09.20 18:58:00 -
[26] - Quote
8213 wrote: Tank: 200,000 ISK just for the HAV itself, not including turrets(needed) and modules. And a whole new host of SP to spend.
Swarm Launcher: 60,000 ISK, throw in a protosuit, damage mods, and whatever you want, it's half the price of an HAV.
So, a 500,000 ISK HAV build should be able to be taken out single handedly, by a guy with a 120,000 ISK Swarm Launcher fit?
What exactly is your definition of balance? Tanks cost insane amounts of ISK, and SP. A tanker has more on the line in the battle than some guy in an A/V infantry suit. Plus, the Tanker risks his dropsuit fit as well.
Oh... I also forgot, AI/manned turrets on the field can take out a HAV at no cost/risk to anyone...
Blame CCP for overpricing vehicles not the Av guys. On the other hand i know what happends when there is no AV on the opposite site and some 1 calls in a tank and gets on a unstoppable rampage. But usually most tankers have enough time to get into cover before blowing up. The only time where they allmost insta pop is when 2 AV guys are timing their shots reducing the reaction from the tanker to 0. Personally i see it like this:
-1 tank is worth like 4 guys with assault rifles (firepwoer perspective and with no gunners) to balance this out there is AV to either destroy them or put them on so heavy fire that they need to take shelter.
In my opinion if tank drivers would have 2 gunners (1 AR guy+1 Forgegunner) you could drastically reduce the options of the enemy team. Like the forgegunner jumps out and shots down dropships BEFORE they get on high ground. And AV can be dealt with regular infantry.
What people seem to forget doing the AV job is not that easy. First off you need to avoid infantry that eventually is crawling around the tank. And if you get on high ground you are a target for snipers who will allways try to kill you. And encounters 1vs1 on open field where the tank can shot you the Av guy will allways die. |
crazy space 1
Unkn0wn Killers
1757
|
Posted - 2013.09.20 19:02:00 -
[27] - Quote
I think forge guns should do more damage the less they have to travel to get to the target.
Think about it there needs to be a drawback compared to the tank rail gun.
Personal railgun does huge damage but has a drawback that it's projectile is unstable. The closer you are the more it packs a punch
Oh and **** tank balance untill we have webs in the game. Being able to stick a tank in place would kill it in no time flat... |
crazy space 1
Unkn0wn Killers
1757
|
Posted - 2013.09.20 19:04:00 -
[28] - Quote
The main CORE balance principle of CCP is...
Do not balance based on price of gear, if something is more expensive that does not mean it should be better
Seriously this is core to the whole direction CCP is taking the game at the moment...
|
pegasis prime
BIG BAD W0LVES
1011
|
Posted - 2013.09.20 19:42:00 -
[29] - Quote
crazy space 1 wrote:The main CORE balance principle of CCP is...
Do not balance based on price of gear, if something is more expensive that does not mean it should be better
Seriously this is core to the whole direction CCP is taking the game at the moment...
This is true but I dont think havs are worth tge price they charge. I run fully specked falchions , gunlogis and madrugers . All of these tanks are all expensive and 1 loss leaves us with a large isk dent to fill. My cheepest tank costs just over 500k and my most expensiv a little over 2.3mill.
We as tankers risk a hell of allot of isk for our proffesion. We as tankers get verry little in isk return relative to the cost of our fitts.
What if ccp not only based your isk on time, destruction and wp but also make your payment relative to tge cost of your fits brought so . If you bring nothing but malitia then you get the lowest tier of isk rewards if you bring std equipment you go into std tier rewards . This would put make allot of people happy especially those that risk allot . The way to think of it is if you risk little you get a smaller reward than someone who risks allot.
|
Crash Monster
Snipers Anonymous
1333
|
Posted - 2013.09.20 19:55:00 -
[30] - Quote
Bright Cloud wrote:What people seem to forget doing the AV job is not that easy. First off you need to avoid infantry that eventually is crawling around the tank. And if you get on high ground you are a target for snipers who will allways try to kill you. And encounters 1vs1 on open field where the tank can shot you the Av guy will allways die.
When swarms are flying at blues it's an instant priority if the red can be spotted. |
|
|
|
|
Pages: 1 2 :: [one page] |