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Terarrim
Valor Coalition Proficiency V.
62
|
Posted - 2013.12.16 03:30:00 -
[1] - Quote
#104Posted: 2013.12.16 00:58 | Report | Edited by: Terarrim I run a proto swarm logi with huge investment in skill points to make my role viable and my role pre 1.7 was this.
My primary role could be split into two catogories.
Support my team mates with scanners, ammo and watch my team mates back with my sidearm (prof 4, sharp S 5 smg).
My other primary role is to stop tanks from rolling my team while I travel with my squad. Using my flux grenades and Prof 4, tripled damage mods, ammo 3, reload 3 I make my fit to be feared on the battelfield and I am skilled enough to run under or dodge CQC balster fire to do serious damage to tanks.
My practice with my scout and proto grens means that I am used ot engaging tanks in CQC as the close you are to the tank the harder it is for them to track you. I have built my game for being a pain in the ass for tanks not neccesarly to destroy them though I do. However I run with my squad to make sure that one tank does'nt destroy my whole team of intantry.
I played this role in MAG where I put down mines had specalist rpg's and even grenade launchers vs AV.
I played this role in battelfield where I put C4, put mines down and or use rpgs to destroy tanks.
Tanks have been and allways will be the single biggest threat to my team which is why I have dedicated much of my 32 mil sp points to protecting my team.
This weapon has had a massive massive double nerf that really has made it extreemly difficult to use.
Remember when swarm launchers, tanks and forge gunners used to complain about logi lavs beeing indsictructable?
Tanks are have the speed more speed and are more invincible than logi lavs, in addition they can provide logistical support with mobile CRU's and battelfield scanners. Their weaponry is devestating on anything and everything on the battelfield. And they have acces to "God mode" cool downs where they are for a time all but invincable to everything including other tanks.
The tactical applications of a super fast indistructable machine that can destroy anything is tactcally staggering. Want to set up a spawn point anywhere on the map without anyone able to stop you. You can just hit nitros hit your cool down and nothing is going to stop you getting to that point.
Due to the speed of the tank no tactical positions are safe either. The tank can by speed take steep surfaces that infantry cannot traverse. It can do any any role on the battlefield of the LAV and have huge advantages over it. It is much safer to use a tank for transportation of troops for example than a lav and you have a mobile killing machine there to back you up.
Also due to the cool downs tanks are enrouching into cities into infantry areas with little or no consequence. Dust is the only game I have ever played with infantry and vehicles were land mines are not tank killers in and of theirselves.
Before it took skill for a tank to kill me. I'm still not an easy kill to be honest due to my experiance in using my environment to my advantage. This has been negated by the fact that tanks can speed straight into my position not worry about my proto AV or my swarms and take x3 proto fluxes and x2 swarms (on a hill with crevices no place for a tank to be) and shrug it off because they were completly and utterly immune due to their cool down ability.
In a pub the other day I engaged a tank it was a militia tank i thought this one was going down, only for it to activate a booster it went from A bridge to the road under the pipes flying through the air. I shot two more swarms but it outrun or made my swarms hit ground.
In the mean time I was throwing my proto fluxes into another tank putting my hives down round rocks. Not to any avail due to cool downs another tank joined in so this its x2 madrugers after me I was still surviving by using the rocks the tanks actually took the time to kill my hives lol. Finally the malitia tank came back and joined in the fun yes it was x3 tanks putting a triangle around me and killed me. You think tanks are powerful you have seen nothing yet wait until people actually use TANK TEAMS IN SQUADS, its going to be trully frightening tbh. There will be nothing that wont be able to do better than anything on the battelfield that inclusds logitical support as people can easily jump out of a tank hack an objective or put down links etc and jump back in if you have people covering your tank etc.. With a pure tank squad of three to six experianced tankers what can actually stop them?
If you want to keep the damage the same then fine with the swarm launchers. The distance needs to be improved to at least 250 meters though as 175 meters is almost blaster range the shortest weapon range.
If people don't like swarms to not be a dps then something else needs to be given. My proposal is electronic warfare. In that successive hits reduce cool downs by 20 percent per hit(emp swarms). Or that swarm hits slow the vehicle down to 20 percent per hit (web swarms). That way I am contrabuting to teamplay and not killing the tank on my own and still need help to take it out but I am taking away some of the advantages of the tank to allow my team to help me take the tanks out.
I will leave this for tankers who are happy with the balance as is. What other game that has combined infantry and vehicles has rpg's and mines that are ineffective against such weapons. And yes mines and RPG's are light weapons in games and in real life to! |
Minor Treat
The Enclave Syndicate Dark Taboo
165
|
Posted - 2013.12.16 03:40:00 -
[2] - Quote
Terarrim wrote:#104Posted: 2013.12.16 00:58 | Report | Edited by: Terarrim I run a proto swarm logi with huge investment in skill points to make my role viable and my role pre 1.7 was this.
My primary role could be split into two catogories.
Support my team mates with scanners, ammo and watch my team mates back with my sidearm (prof 4, sharp S 5 smg).
My other primary role is to stop tanks from rolling my team while I travel with my squad. Using my flux grenades and Prof 4, tripled damage mods, ammo 3, reload 3 I make my fit to be feared on the battelfield and I am skilled enough to run under or dodge CQC balster fire to do serious damage to tanks.
My practice with my scout and proto grens means that I am used ot engaging tanks in CQC as the close you are to the tank the harder it is for them to track you. I have built my game for being a pain in the ass for tanks not neccesarly to destroy them though I do. However I run with my squad to make sure that one tank does'nt destroy my whole team of intantry.
I played this role in MAG where I put down mines had specalist rpg's and even grenade launchers vs AV.
I played this role in battelfield where I put C4, put mines down and or use rpgs to destroy tanks.
Tanks have been and allways will be the single biggest threat to my team which is why I have dedicated much of my 32 mil sp points to protecting my team.
This weapon has had a massive massive double nerf that really has made it extreemly difficult to use.
Remember when swarm launchers, tanks and forge gunners used to complain about logi lavs beeing indsictructable?
Tanks are have the speed more speed and are more invincible than logi lavs, in addition they can provide logistical support with mobile CRU's and battelfield scanners. Their weaponry is devestating on anything and everything on the battelfield. And they have acces to "God mode" cool downs where they are for a time all but invincable to everything including other tanks.
The tactical applications of a super fast indistructable machine that can destroy anything is tactcally staggering. Want to set up a spawn point anywhere on the map without anyone able to stop you. You can just hit nitros hit your cool down and nothing is going to stop you getting to that point.
Due to the speed of the tank no tactical positions are safe either. The tank can by speed take steep surfaces that infantry cannot traverse. It can do any any role on the battlefield of the LAV and have huge advantages over it. It is much safer to use a tank for transportation of troops for example than a lav and you have a mobile killing machine there to back you up.
Also due to the cool downs tanks are enrouching into cities into infantry areas with little or no consequence. Dust is the only game I have ever played with infantry and vehicles were land mines are not tank killers in and of theirselves.
Before it took skill for a tank to kill me. I'm still not an easy kill to be honest due to my experiance in using my environment to my advantage. This has been negated by the fact that tanks can speed straight into my position not worry about my proto AV or my swarms and take x3 proto fluxes and x2 swarms (on a hill with crevices no place for a tank to be) and shrug it off because they were completly and utterly immune due to their cool down ability.
In a pub the other day I engaged a tank it was a militia tank i thought this one was going down, only for it to activate a booster it went from A bridge to the road under the pipes flying through the air. I shot two more swarms but it outrun or made my swarms hit ground.
In the mean time I was throwing my proto fluxes into another tank putting my hives down round rocks. Not to any avail due to cool downs another tank joined in so this its x2 madrugers after me I was still surviving by using the rocks the tanks actually took the time to kill my hives lol. Finally the malitia tank came back and joined in the fun yes it was x3 tanks putting a triangle around me and killed me. You think tanks are powerful you have seen nothing yet wait until people actually use TANK TEAMS IN SQUADS, its going to be trully frightening tbh. There will be nothing that wont be able to do better than anything on the battelfield that inclusds logitical support as people can easily jump out of a tank hack an objective or put down links etc and jump back in if you have people covering your tank etc.. With a pure tank squad of three to six experianced tankers what can actually stop them?
If you want to keep the damage the same then fine with the swarm launchers. The distance needs to be improved to at least 250 meters though as 175 meters is almost blaster range the shortest weapon range.
If people don't like swarms to not be a dps then something else needs to be given. My proposal is electronic warfare. In that successive hits reduce cool downs by 20 percent per hit(emp swarms). Or that swarm hits slow the vehicle down to 20 percent per hit (web swarms). That way I am contrabuting to teamplay and not killing the tank on my own and still need help to take it out but I am taking away some of the advantages of the tank to allow my team to help me take the tanks out.
I will leave this for tankers who are happy with the balance as is. What other game that has combined infantry and vehicles has rpg's and mines that are ineffective against such weapons. And yes mines and RPG's are light weapons in games and in real life to! I agree. |
burning powers
Algintal Core Gallente Federation
6
|
Posted - 2013.12.16 03:52:00 -
[3] - Quote
Minor Treat wrote:Terarrim wrote:#104Posted: 2013.12.16 00:58 | Report | Edited by: Terarrim I run a proto swarm logi with huge investment in skill points to make my role viable and my role pre 1.7 was this.
My primary role could be split into two catogories.
Support my team mates with scanners, ammo and watch my team mates back with my sidearm (prof 4, sharp S 5 smg).
My other primary role is to stop tanks from rolling my team while I travel with my squad. Using my flux grenades and Prof 4, tripled damage mods, ammo 3, reload 3 I make my fit to be feared on the battelfield and I am skilled enough to run under or dodge CQC balster fire to do serious damage to tanks.
My practice with my scout and proto grens means that I am used ot engaging tanks in CQC as the close you are to the tank the harder it is for them to track you. I have built my game for being a pain in the ass for tanks not neccesarly to destroy them though I do. However I run with my squad to make sure that one tank does'nt destroy my whole team of intantry.
I played this role in MAG where I put down mines had specalist rpg's and even grenade launchers vs AV.
I played this role in battelfield where I put C4, put mines down and or use rpgs to destroy tanks.
Tanks have been and allways will be the single biggest threat to my team which is why I have dedicated much of my 32 mil sp points to protecting my team.
This weapon has had a massive massive double nerf that really has made it extreemly difficult to use.
Remember when swarm launchers, tanks and forge gunners used to complain about logi lavs beeing indsictructable?
Tanks are have the speed more speed and are more invincible than logi lavs, in addition they can provide logistical support with mobile CRU's and battelfield scanners. Their weaponry is devestating on anything and everything on the battelfield. And they have acces to "God mode" cool downs where they are for a time all but invincable to everything including other tanks.
The tactical applications of a super fast indistructable machine that can destroy anything is tactcally staggering. Want to set up a spawn point anywhere on the map without anyone able to stop you. You can just hit nitros hit your cool down and nothing is going to stop you getting to that point.
Due to the speed of the tank no tactical positions are safe either. The tank can by speed take steep surfaces that infantry cannot traverse. It can do any any role on the battlefield of the LAV and have huge advantages over it. It is much safer to use a tank for transportation of troops for example than a lav and you have a mobile killing machine there to back you up.
Also due to the cool downs tanks are enrouching into cities into infantry areas with little or no consequence. Dust is the only game I have ever played with infantry and vehicles were land mines are not tank killers in and of theirselves.
Before it took skill for a tank to kill me. I'm still not an easy kill to be honest due to my experiance in using my environment to my advantage. This has been negated by the fact that tanks can speed straight into my position not worry about my proto AV or my swarms and take x3 proto fluxes and x2 swarms (on a hill with crevices no place for a tank to be) and shrug it off because they were completly and utterly immune due to their cool down ability.
In a pub the other day I engaged a tank it was a militia tank i thought this one was going down, only for it to activate a booster it went from A bridge to the road under the pipes flying through the air. I shot two more swarms but it outrun or made my swarms hit ground.
In the mean time I was throwing my proto fluxes into another tank putting my hives down round rocks. Not to any avail due to cool downs another tank joined in so this its x2 madrugers after me I was still surviving by using the rocks the tanks actually took the time to kill my hives lol. Finally the malitia tank came back and joined in the fun yes it was x3 tanks putting a triangle around me and killed me. You think tanks are powerful you have seen nothing yet wait until people actually use TANK TEAMS IN SQUADS, its going to be trully frightening tbh. There will be nothing that wont be able to do better than anything on the battelfield that inclusds logitical support as people can easily jump out of a tank hack an objective or put down links etc and jump back in if you have people covering your tank etc.. With a pure tank squad of three to six experianced tankers what can actually stop them?
If you want to keep the damage the same then fine with the swarm launchers. The distance needs to be improved to at least 250 meters though as 175 meters is almost blaster range the shortest weapon range.
If people don't like swarms to not be a dps then something else needs to be given. My proposal is electronic warfare. In that successive hits reduce cool downs by 20 percent per hit(emp swarms). Or that swarm hits slow the vehicle down to 20 percent per hit (web swarms). That way I am contrabuting to teamplay and not killing the tank on my own and still need help to take it out but I am taking away some of the advantages of the tank to allow my team to help me take the tanks out.
I will leave this for tankers who are happy with the balance as is. What other game that has combined infantry and vehicles has rpg's and mines that are ineffective against such weapons. And yes mines and RPG's are light weapons in games and in real life to! I agree. Avs need some attention. |
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