Vulpes Dolosus
SVER True Blood Public Disorder.
580
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Posted - 2014.01.09 21:33:00 -
[1] - Quote
(Rail v Blater imbalance; Gunlogi v Madrugar imbalance)
Agree, a rof nerf would be good, but I also think a range nerf to 350-400m is also necessary. Our maps are too small for 600m to be utilized without redline abuse.
(Rails v Dropships)
Lol, yeah right. AV vs Dropships are balanced (though I'd add swarms stopping shield regen). This quote from THE Judge Rhadamanthus:
Judge Rhadamanthus wrote:Op is unfounded. Slippery slope arguments are not useful. What we can't let happen is for rail tanks to lose too much elevation. Once they can't shoot up then we may have some issue with dropships. Step one is making sure no rail tank can shoot into the operational map zone from the redline. After that we have to assess how well they do.
I recorded the last 37 matches that I saw an ADS pilot not in my squad fly in. They never came first. The average kills was 7. With the highs being about 15. Compared to the top scorer in every match (dom/Skirm) who often topped 30 kills using rails/CR.
The truth is that even in a match with no AV dropships rarely ever out preform the top infantry players. While it is not a position we want to be in (uncontested) when talking about dropships and their impact on a battle you need to bear the measures of effectiveness in mind. What makes an ADS over powered? The OP implies kills. In that case they are far from OP. So what does a battlefield ruined by dropships look like? If we know that we can watch for it.
I see ADS die to forge and swarms often. So I do not think that ik tanks were all removed tomorrow that the ADS would start dominating. Tanks are not getting removed so wahy are you making up scenarios that are not going to happen? Rail tanks can easily hit dropships from indoe the burn zone. At 250 meters a rail tank can shoot 284 meters into the air. ADS operate at 100 meters usually. A rail can hit that altitude from over 500m away.
Note : Operational map zones are those areas where objectives are contested
(Gunlogi can't aim through its hull)/ (Active modules don't scale in a balanced manner)
Agree on both counts. Modules need to have different effectiveness' with tiers, not just durations.
(Tanks stats compared to AV DPS- hardeners are not the problem)
All of your suggestion would wreck dropships. Even so, the problem is mostly with militia tanks/ mods. Add small turrets back to militia tanks, reduce their CPU/PG, and reduce the effectiveness of militia mods and that should solve most tank issues.
(Why are mobility modules in high slots)
This 100%. It makes no sense. Shields are supposed to be the "punch em' in the nose and get out" style fighters while armor are supposed to be the "stand your ground" style (more or less). (Though, please keep the ABs in the high slot because my Python only has 1 low, and that's needed for a PG unit in every build I run).
(Tank Culture)
Elegantly written.
Dropship Specialist
Kills- Incubus: 4; Pythons: 1; Other DS: 28 Gêå1; Tanks: 27 Gêå2
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