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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
585
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Posted - 2014.01.14 22:23:00 -
[121] - Quote
where is this 2-3 shoting coming from?.
im a pretty good shot with my large blaster turret and most of the time it takes 20 or so rounds.
id say you use up less ammo using an assault rifle than a large blaster turret.
i can kill a heavy faster with an hmg than i can with a large blaster turret.
hell at some points ive had to activate my blaster damage mods just to kill some infantry. and still use up alot of rounds so where is this 2-3 shoting coming from as i have yet to see it. |
The-Errorist
458
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Posted - 2014.01.14 22:41:00 -
[122] - Quote
CLONE117 wrote:where is this 2-3 shoting coming from?.
im a pretty good shot with my large blaster turret and most of the time it takes 20 or so rounds.
id say you use up less ammo using an assault rifle than a large blaster turret.
i can kill a heavy faster with an hmg than i can with a large blaster turret.
hell at some points ive had to activate my blaster damage mods just to kill some infantry. and still use up alot of rounds so where is this 2-3 shoting coming from as i have yet to see it. 20 shots to kill infantry with a turret that does at least 105 damage per shot with rail rifle range and accuracy? **Troll detected, ignoring further comments from that user** |
Kigurosaka Laaksonen
DUST University Ivy League
115
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Posted - 2014.01.15 01:11:00 -
[123] - Quote
Could a part of the problem potentially be that there are 2 heavy weapons in the game? What if every race had its showing of heavy weaponry? Which would be anti vehicle?
Or could part of the problem be that there are 2 racial tanks missing and 2 classes of racial weaponry missing? I'm just saying, is it possible that, for example, an Amarr Pulse laser tank would put a Blaster tank in its place? |
The-Errorist
460
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Posted - 2014.01.15 12:02:00 -
[124] - Quote
One way I think that would be a good way to fix this would be to make large turrets 40% less effective against infantry. This kinda makes sense because small turrets have reduced efficacy against vehicles and installations (go get an LAV and test this to see this fact), but have 100% efficacy against infantry (not counting shield/armor damage profiles). When medium sized turrets come in, they could be 20% less effective against infantry, vehicles, and installations.
With that said, it would all be something like this: Small turrets: 100% against infantry/ 60% against vehicles Medium turrets: 80% against infantry/ 80% against vehicles Large turrets: 60% against infantry/ 100% against vehicles
This way, it wouldn't nerf their effectiveness against vehicles and still have the best rate of fire and turning speed to kill infantry better than other turrets. |
Text Grant
Death Firm. Canis Eliminatus Operatives
294
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Posted - 2014.01.16 03:52:00 -
[125] - Quote
The-Errorist wrote:One solution to this problem would be to make large turrets 40% less effective against infantry. This kinda makes sense because small turrets have reduced efficacy against vehicles and installations (go get an LAV and test this to see this fact), but have 100% efficacy against infantry (not counting shield/armor damage profiles). When medium sized turrets come in, they could be 20% less effective against infantry, vehicles, and installations.
With that said, it would all be something like this: Small turrets: 100% against infantry/ 60% against vehicles Medium turrets: 80% against infantry/ 80% against vehicles Large turrets: 60% against infantry/ 100% against vehicles
This way, it wouldn't nerf their effectiveness against vehicles and still have the best rate of fire and turning speed to kill infantry better than other turrets. We still die in less than one second. How about 70%? About 30 damage per round then. With high rate of fire and long range? Also immune to infantry fire? Sounds perfect to me. |
Seeth Mensch
Hawkborn Brotherhood IMMORTAL REGIME
125
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Posted - 2014.01.16 05:16:00 -
[126] - Quote
Our Deepest Regret wrote:The current level of tank sustainability is, in my opinion, perfectly fine. You can now fit your tank to be a fragile, but powerful glass cannon or a highly defense-oriented mobile fortress designed to resist damage and keep you alive. A lot of players prefer the latter, giving rise to what infantry have termed unkillable tanks.
Whatever, it's a tank. If its owner has maximized the survivability of his rig and spent his SP appropriately, then who are you to complain? If we want the maximum defense possible, then your complaints about us being hard to kill mean we've done our job correctly.
Besides, Missile tanks are not going to rack up any obscene body counts. So what do you care if you can't swarm it to death?
And Rail tanks aren't going to rack up any obscene body counts either. So what do you care if you can't swarm it to death?
Also, Blaster tanks aren't going to...oh uh. Um...uh...
Yeah, about those Blaster tanks.
CCP, even with a lowly militia turret, blaster tanks are effective against infantry to the point of being a broken mechanic. Blaster tanks are average against other tanks but OBSCENELY POWERFUL against infantry. They stand no chance. It isn't fair in the slightest, and it isn't fun. If the driver sees you, you are dead, and that is that.
I hold no grudges against a rail gun or missile tank that kills me when I play infantry. That is proof of skill in the case of the rail gunner, and luck in the case of the missile tank. But Blasters are a different story entirely. By combining a tank's high defense with the most unbeatable infantry slayer in the game, it feels like nothing less than a cheap exploit, and it really needs to be looked at.
People are blindly calling for a nerf on tanks in general, when in fact, it is this very specific sort of tank (blasters) that is causing all the trouble. The blaster turret is problematic.
It is entirely too effective.
Oh.
My. Wow. you really nailed it. I didn't really look at it this way before, but it's true. Heck, I even perpetuate it by playing gunner in a blaster tank a bunch. On the other hand....we do die. Sometimes often. I can't think of a specific trick to make that happen, honestly. Rail tanks and rail turrets are the biggies. But he is a very good tanker from way back, and I'm an ok gunner. We do slaughter infantry when we see them--the ones that elude us usually do so by playing hide-and-seek.
Hi! Gosh, I've missed you...with every bullet, plasma shot, rail gun, and missile.
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Alena Ventrallis
The Neutral Zone
474
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Posted - 2014.01.16 05:22:00 -
[127] - Quote
So you know how the rounds slow down when your about to overheat? (at least it sounds that way when I hear a turret about to overheat when controlled by the ai.) Make that the normal ROF, and buff damage slightly. |
Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
11
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Posted - 2014.01.16 06:20:00 -
[128] - Quote
Korvin Lomont wrote:MINA Longstrike wrote:Wait till there's laser and projectile tanks, you haven't even begun to see the qq. Also a big portion of the 'problem' with tanks is that no one wants to switch off of their assault rifle for any reason ever. I have literally seen 7 people cowering inside a building with uplinks and nanos because 'ahmuhgurd tanks' and none of them when they died would switch to even so much as a mlt forge or swarm. The problem is why should we? When a full clip of Proto swarms with two complex damage mods is not able to bring down a soma? Why should I sacrifice 90% of my Anti Infantry power just to tickle tanks with proto AV?? There is no benefit in doing this the only halfway viable Infantry based counters to tanks are forges (that require a heavy to carry them) or RE's (coupled with AV/Flux nades) where you don't loose your AI power. The PLC is a joke and swarms not woth the risk... I feel your pain as a fellow assault dog, but remember that your squad comes first! Just the kind of player I am. I have a different specialized fit for mutliple problematic situations. Is the enemy dug in at a point of interest? A mass driver with multiple damage mods, flux grenades, and nanohives of any type will clear them out while supplying your comrades with a much needed resupply. Is the enemy tank(s) wrecking your team? A fit with a swarm laucher with damage mods, av grenades, and proximity mines can give your team the breathing room it needs. You may or may not take the tank down, but if it stays around for every volley fired he's a goner. CCP put all types of weapons, gear, and mods in this game for a reason. I have a fitting for multiple situations. No tank, dropship, or lav will just wreak havok the entire match unchallenged on my watch. Some of you fight like the rifle is the only mod on your dropsuit?!? There are more ways to earn wp's, and assist the team than just getting kills. If everyone in your squad had atleast a basic swarm, forge, plasma cannon, or av nades the tank would not be invincible. I drop between 4 and 7 tanks a day on average after 1.7, and I run off twice that number. I sometimes do it solo and sometimes with help from others. The point is no one thing should dominate the field of battle uncontested. Dropping those vehicles cost them way more isk, and they will more than likely stop bringing in 400,000 isk tanks after you drop two of them. Diversify my friends!
"Anybody order chaos?"
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Mahal Daj
Mahal Tactical Enterprises
20
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Posted - 2014.02.18 17:05:00 -
[129] - Quote
I respect Tankers, their role, and their SP sink into the ability to perform their role effectively. What I believe we are seeing is a proliferation of MLT tanks being misrepresented as "OP Tanks"
My suggestion: remove the "light weapon damage reduction" from MLT tanks. This means that a group of infantry using small arms can effectively damage and destroy MLT tanks, while more specialized tankers using STD tanks will not be adversely affected.
This would be super fun for large groups of infantry, while not substantially changing the effect on even moderately-skilled Tankers using Madrugars and Gunnlogis. It should also be a minor coding change.
Thoughts?
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Alena Ventrallis
The Neutral Zone
687
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Posted - 2014.02.18 17:36:00 -
[130] - Quote
Tanks should be the kings of AV. Blasters should be short range AV. The problem now is, if we made them AV turrets instead of AI, tanks would have next to nothing to shoot at. Once MAVs and MTACs are released, I'm for making blasters an AV turret.
Best PVE idea I've seen.
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Lorhak Gannarsein
Science For Death
1713
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Posted - 2014.02.18 23:40:00 -
[131] - Quote
Maybe increase blaster DPS to make it undisputed king of CQC AV the way railgun is at the moment, and give infanty inherent resistance sufficient to lower DPS to about HMG levels? (So assuming a damage buff to 1400DPS, infantry get 50% resists) Considering the appalling hit detection of blasters, I feel like this is a reasonable solution.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7295
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Posted - 2014.02.18 23:42:00 -
[132] - Quote
Lorhak Gannarsein wrote:Maybe increase blaster DPS to make it undisputed king of CQC AV the way railgun is at the moment, and give infanty inherent resistance sufficient to lower DPS to about HMG levels? (So assuming a damage buff to 1400DPS, infantry get 50% resists) Considering the appalling hit detection of blasters, I feel like this is a reasonable solution.
Or convert all large blasters to Heavy Plasma Cannon!
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9534
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Posted - 2014.02.23 20:43:00 -
[133] - Quote
Fix it!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7422
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Posted - 2014.02.23 20:51:00 -
[134] - Quote
Agreed. I'd rather keep my durability and have reduced infantry effectiveness and require skill shots to nail infantry than the current blaster mechanic.
Which is why I would request the blaster to become a 18 shot Heavy Plasma cannon. Slower RoF coupled with slow projectile travel time, but increased Alpha damage and some AOE.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
0
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Posted - 2014.02.23 21:08:00 -
[135] - Quote
pegasis prime wrote:I prefer to run missiles or rails on my gunlogi but most of the time when im on squad my squad leaders want blaster support simply because of its raw killing power, I have seen threads about removing large blasters altogether but I don't think this is the solution ,
My personal solution would be to change the blasters rate of fire to that of the old compressed blasters as they had quite a slow rate of fire and only slightly higher damage than the satterd, this would make it still viable to get enemy infantry kills while defending your self but would take much more skill to get those kills because of the decreased rate of fire. I also think the slower rate of fire would make the turret feel more tank , i.e. slow firing but powerful cannon .
This.
Blaster RoF should go down a good deal - maybe even a shot per second. I see the turret types as functioning like so to make each a choice in strategy...
Missiles: Medium RoF, Splash Dmg, medium range, medium rotation
Blasters: High RoF, Low Damage, Short Range, High Rotation
Rails: Low RoF, High DMG, High Range, Low Rotation
Projectiles: Medium RoF, Medium Dmg, Medium Range, Medium Rotation
Blasters need to be the end all be all for anti-infantry tanks, no doubt, but they could be balanced a little better to not be so damn good at their job. Ambush mode suffers heavily from this. That said, blasters need to be anti-infantry NOT anti-armor, the "low dmg" I list is relative to vehicle dmg. A blaster should still hose you in five shots or less, regardless of suit type. The high rotation and RoF make it effective for up close infantry...like busting up a squad on a capture point. But the rotation, not the RoF, is really why a blaster should be good against infantry and essentially unimportant against vehicles.
Missiles need to be a form of medium range artillery against infantry and a decent threat to armor, especially LAV's. Missiles can take multiple infrantry out if used well, but would have trouble up close with a slower rotation. If enemy armor arrives, missiles are more effective than blasters and still have some rotation to deal with an LAV.
Rails work fine right now (tanks on hills are a pain, yes, but this is an anti-armor problem not a tank problem). Rails should be slow rotating, huge dmg, slow firing, anti-armor. They should have a relatively small blast radius - making infantry kills very difficult but not impossible at range. Really, rails need to be the anti-armor choice - the slow rotation can track a tank at mid-range, tough to hit an LAV or dropship nearby, and a blaster/missile tank could potentially outmaneuver up close. Rails should have a higher aim though - they should be able to aim around 60 degrees up or so to hit dropships at some distance without going frolicking in the red-line.
Projectiles need to be the happy middle of all-around effective, jack of all trades. Decent at anti-armor like missiles, but more pinpoint accurate (a good threat to LAV compared to missiles which take time to arrive at target) and capable of infantry kills at mid-range in the hands of a skilled pilot. Projectiles also should have a higher aim - again they should be able to aim around 60 degrees up or so to hit dropships at some distance without going to hills or red-line.
These concepts should apply to small armaments too - LAV's with rails could be a quick solution to a tank that has squadmates pinned in a building. Dropships with blasters can do closer encounters with infantry and better handle that pesky AV dropsuit - or a dropship with projectiles makes a great versatile artillery platform against infantry or vehicles.
Food for thought.
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Meeko Fent
Kirkinen Risk Control Caldari State
1791
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Posted - 2014.02.24 00:29:00 -
[136] - Quote
*Note* My Opinion on Subject Of Tanks.
The major Issue with tanks is that Tanks can both be offensive and defensive at the same time.
They can run Hardener and a passive repper in the lows with a Damage mod in the highs, and nothing can be done.
Hardeners should only be able to be used when a damage mod is not in effect (or have the Hardener turn off the modifier when turned on, and vice versa), and when shooting the main gun, hardeners should run at 50% of normal resist for when its shooting, and 5 seconds following.
That's my thoughts on the topic at least. From one scrub infantry to another.
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Garth Mandra
The Southern Legion
339
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Posted - 2014.02.24 07:37:00 -
[137] - Quote
What if infantry weapons did full damage against tanks? |
Royalgiedro
Nor Clan Combat Logistics
0
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Posted - 2014.02.24 08:10:00 -
[138] - Quote
Takahiro Kashuken wrote:So a tank cannot have a turret which kills infantry effectively but yet infantry can have a weapon like the FG which can easily kill tanks/infantry effectively???
Double standards much?
Frankly its not my fault if everyone is assault and im in a tank, i pick the tank for the situation and blaster has served me well and if im getting high kill counts then whos fault is it?
The point they're trying to get across is that people running 60k isk militia soma tanks with militia blasters can eat a hoard or proto infantry in seconds flat with no chance of escape. I personally don't tend to die in my proto suit unless I get killed by a blaster tank, which is normally militia. I then have to respawn call in a Rail tank, kill the soma, then recall. At this point they call in another one. The cycle repeats. |
Zack3000 Smith
Endless Hatred Ishuk-Raata Enforcement Directive
13
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Posted - 2014.02.24 08:42:00 -
[139] - Quote
Raise the price on tanks and we shall see who the real tankers are.. |
Royalgiedro
Nor Clan Combat Logistics
0
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Posted - 2014.02.24 08:48:00 -
[140] - Quote
Zack3000 Smith wrote:Raise the price on tanks and we shall see who the real tankers are..
Exactly my stance. |
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Dravok Silverblood
Tight Crew
8
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Posted - 2014.02.24 13:11:00 -
[141] - Quote
Mortar cannon for infantry.
just make the plasma cannon an equipment item so every infantry could carry it and pull it out on tanks. LOL |
CLONE117
True Pros Forever
689
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Posted - 2014.02.24 16:10:00 -
[142] - Quote
if blaster tanks r so effective at killing infantry. then how do i manage to escape them in my mlt suit all the time?.
oh yeah. they're easy to avoid. most ppl that die to them r morons that stand still for the tanker. how r ppl so stupid? even a few tanks ive killed are too stupid to move. i just throw 3 av nades a fire a volley of swarms. plus theres that bug they suffer from where they magically get stuck to an object like a pole. or rock.
if ppl would only stop running in a straight line directly from the tank. they would cut the amount of deaths by blaster turret by a large amount. |
killertojo42
Sardaukar Merc Guild
19
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Posted - 2014.02.24 16:25:00 -
[143] - Quote
pegasis prime wrote:I prefer to run missiles or rails on my gunlogi but most of the time when im on squad my squad leaders want blaster support simply because of its raw killing power, I have seen threads about removing large blasters altogether but I don't think this is the solution ,
My personal solution would be to change the blasters rate of fire to that of the old compressed blasters as they had quite a slow rate of fire and only slightly higher damage than the satterd, this would make it still viable to get enemy infantry kills while defending your self but would take much more skill to get those kills because of the decreased rate of fire. I also think the slower rate of fire would make the turret feel more tank , i.e. slow firing but powerful cannon . I'd say make them in the opposite direction, make them extremely less accurate but increase fire rate with less power so it still kills other tanks as fast but acts as a heavy machine gun for deterring large groups but only moderately dangerous to individual troops Also on a side note i also say tanks should be allowed to take damage from rifle fire, we are damn seven foot clones with super weapons, let us do a little damage on tanks so they don't just sit in front of an entire team feeling smuggly invincible, it wouldn't take things out of balance, just make tanks worried about being swarmed by a team
When walking on the battlefield i stand alone
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Cinder Integ
Ancient Exiles. Renegade Alliance
129
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Posted - 2014.02.24 17:09:00 -
[144] - Quote
In response to OP and many other posts on this thread saying that infantry can't deal with tanks.
1) Running around a box. 2) Running around a Rock 3) Running inside a building 4) Running to an altitude under the tank but still close to it... and many more
5) Opening your map to see the giant tanks on the field 6) Using a scanner to see the tank coming 7) Using the sqd feature in the game to communicate, distract and harass with infantry AV
8) Killing the tank with 2-3 Players using AV weapons... Assualt / Breach forge is my favorite combo. 9) Actually using AV grenades which can track vehicles, meaning you can throw around an object and not even go into line of sight 9.5) Use Nanohives and spam AV grenades at tanks. 10) Use Remote explosives and clever placement to insta kill tanks
11) Understand that tanks have weak multiple weak points (in the center of the back, as well as under the tank in rare occasions.)
Lastly) This game can be very fast pace, involving quick kills/deaths and walls of clones sprinting to fight eachother. It is not always going to be this way, and don't be frustrated because you are stuck in a silly ambush spawn location and want to just run away. "Slow Down, and Bunker Down."
A few simple solutions to frustrations in this game. -Use AV and don't be in a hurry. You might not get a kill, and you might get 4-5 tanks in a short amount of time. Practice and work together with others. -Occasionally play as Logi support, including rep tools. -Use sqauds, and network with other players outside of the match... practice being a slayer, logi repper, AV and other roles. AND PRACTICE COMBINING ROLES WITH OTHER PLAYERS. -Stick together with blueberries and Green Dots. After nearly 2 years of playing Dust using the "lone wolf" mentality: Trying to flank my enemies, I have found new enjoyment with just following blueberries that might not be able to slay like I can, but still do well when givin the support.
And lastly for now... Get a mic.
Trading Carrots for Isk! Come and Get em!
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killertojo42
Sardaukar Merc Guild
20
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Posted - 2014.02.24 17:21:00 -
[145] - Quote
Very true but you missed on your list and my favorite counter for tanks, just jump on them, you'll freak the hell out of the driver and you can hop on his camera and screw up his view a whole lot, i do it all the time and unless he has buddies he quickly leaves the area
When walking on the battlefield i stand alone
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Xaviah Reaper
Nyain San Renegade Alliance
267
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Posted - 2014.03.08 15:35:00 -
[146] - Quote
Our Deepest Regret wrote:I hold no grudges against a rail gun or missile tank that kills me when I play infantry. That is proof of skill in the case of the rail gunner, and luck in the case of the missile tank. But Blasters are a different story entirely.
.... have you seriously never heard the term "Red Line Rail Tank" before? if you are a dedicated dropship pilot, you are shut down. there is literally 0% chance of you keeping that ship if you dont spot him first .. which you cant, because he sneaks up on the map from the far edge of the dead zone and as soon as his big ass barrel is over the hill, he double shots you within 0.26 seconds. (that is the real amount of time between hits). which if you haven't noticed, will 2 hit any dropship that hasnt activated hardeners. even with hardeners its difficult to evade. and if you activate your hardeners after the first impact (which is literally impossible due to the time frame given), im pretty sure you'd still die because you'd have no shields left for your hardener to work with.
my question, is who the hell gave god a sniper rifle?
Best game with a Python:
33kills 1 death (1.6)
24kills 1 death (1.7)
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Vitsuna Lancaster
Ghosts of Dawn General Tso's Alliance
3
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Posted - 2014.04.15 20:59:00 -
[147] - Quote
Korvin Lomont wrote:MINA Longstrike wrote:Wait till there's laser and projectile tanks, you haven't even begun to see the qq. Also a big portion of the 'problem' with tanks is that no one wants to switch off of their assault rifle for any reason ever. I have literally seen 7 people cowering inside a building with uplinks and nanos because 'ahmuhgurd tanks' and none of them when they died would switch to even so much as a mlt forge or swarm. The problem is why should we? When a full clip of Proto swarms with two complex damage mods is not able to bring down a soma? Why should I sacrifice 90% of my Anti Infantry power just to tickle tanks with proto AV?? There is no benefit in doing this the only halfway viable Infantry based counters to tanks are forges (that require a heavy to carry them) or RE's (coupled with AV/Flux nades) where you don't loose your AI power. The PLC is a joke and swarms not woth the risk...
Also its a joke for Forge gunners with the current Forge glitch with it shooting blanks or for the assault forge to "let go of the trigger or it wont shoot the shot" is bull. Swarms need a boost, maybe a few more shots in a clip and total ammo carried. Plus a little more damage, not a lot. And please! PLEASE! fix the forge guns asap. Or at least make tanks way more expensive to pull out. Like 1 mil for a soma/sica and 2 mil for the others. Sick of seeing somas that out match a proto-swarm 130k isk suit vs a 80k tank???? WTF! Before someone says I am a tank hater. But I love tanks. Just hate all those unskill milita tanks out matching dedicated AV users.
I don't want to see a a pre-1.7 of tanks. But starting to find these Milita blasters to be a "cheap" pain in the ass. At least make the soma/sica easy enough for a milita swarm launcher or milita forge to take it out. That should be fair? since it is in the same class? Balance of the milita/basic gear and tanks/lavs. |
Odigos Ellinas
Mannar Focused Warfare Gallente Federation
83
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Posted - 2014.04.15 21:28:00 -
[148] - Quote
Skill into vehicles they are the main AV in this game!!! Militia railgun HAV's can take out proto HAV's. Squad up organize. Infantry AV's can only deny a area to vehicles and be support for friendly vehicles. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
2009
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Posted - 2014.04.15 22:12:00 -
[149] - Quote
1: blasters need tweaking yes. nerfing no. DO you want them to be useless. Oh wait, that's your point in this, nm.
2: I'll just leave this here
click me
Blup Blub Bloop. Translation: Die -_-
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CLONE117
True Pros Forever
764
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Posted - 2014.04.16 00:06:00 -
[150] - Quote
from yesterdays match using/losing my several different tank fits im almost inclined to say av is fine...mainly when looking how fast my hardened gunlogi died to those avers(asides from the bugs)...hell my rep tank didnt last long either...it was the only choice i had in order to reach them whilst they were camping up in their redzone..i was really gunning for their thale though..but i killed their depot in the end..well i guess losing 2-4 tanks is nothing to worry about as ill grind it back as usual.
mlt vets are eternal. they shall be the bane to proto scrubs everywhere...
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