Ninjanomyx
Imperfects Negative-Feedback
530
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Posted - 2014.01.10 13:52:00 -
[1] - Quote
Rails cannot shoot a Dropship from Redline to Redline on the vast majority of Maps........ Couple this with Flight Ceiling Abuse & Turret Aiming not going past 55 Degrees & the result is ADS Wins over All. I find myself moving 1/3 of the way through the Map, atop a Hillside, just to hit a Mid-High Elevated Dropship. Any further Range/Height results in the Out of Range Flare.
Also.....most of you Nimrods consider any Attack that is not immediately Visible, nor Center Field, a Redline Strike...... Utilizing Map Positioning to the far East/West is NOT a Redline Strike FFS....... & if a Dropship gets past the Mid Field Line they are literally Invulnerable to Retaliation outside of the Redline. Want me to teach you ADSers how to "Properly" and Abusively do your "Job" & have "Fun"??? Well.....here we go:
Step 1: Move to the Back of your Redline before calling in an RDV, ESPECIALLY if you know you will not be the 1st Vehicle to Spawn. This makes it IMPOSSIBLE to lose your Dropship to any form of Redberry Damage upon Spawn.
Step 2: Fly UP & AWAY. The Flight Redline is EXTENDED, thus allowing Ascencion while further diminishing the chance of being within Range of ANY DAMAGE, save a "Friendly" RDV/Dropship Collision......
Step 3: Open Map & Scout for Enemy Vehicles, or don't.....this Step is Skippable for the more Gungho without actually diminishing Effectiveness.
Step 4: Stay HIGH & fly towards the Enemy Redline. At this point you may see the Rail Flares, indicating Threat Positions. Take Note of these Positions & plan your next move.
Step 5: Remember that Redline Extension mentioned earlier??? Now is where you play "Footsies" with the Redline to get a feel for where it Begins & Ends. Note Vehicular Threat Positions & prepare to Engage.
Strp 6: Move into Optimal Positioning before Engaging. Now Descend while moving Towards your Target, & Fire while Descending. You have until 5 Seconds to deal Damage to the Target which cannot fire back ("Dogs can't look up"). Hit the Thruster Module & fly UP & AWAY. Once out of Redline simply continue to Ascend. You are now SAFE from any form of Retaliation & are in Key Positioning to continue your Assault.
Summary: UP & AWAY + Flight Ceiling + Extended Redline = Profit
Combine this with good Side Gunners or AV Infantry that can Inertia Dampen down to Assist & you have a Constant Threat, often without ever necessitating the use of Hardeners (Unless Installations are present, but that should be Priority for your Rail Tanker......sooooo yeah.)
I have yet to see ANYONE employ this Tactic..... Only TWICE, in my ENTIRE DUST 514 Lifetime, have I seen someone come somewhat close to replicating this example, & they did not lose their Dropship. A proficient Dropship Pilot provides a significant Distraction for Rails. I often don't Engage past 1/3 Field until I have assured myself that there is no Dropship Presence, be it they Retreat or Die. Only then do I press on to Engage past 1/3 Field.
But the Quality of Dropship Pilots is so severely lacking that I find myself popping these "Hovertards" without Damage Amps, like a floating Installation, then immediately move on to pressuring the other Vehicles. You want some "Real" Changes that could be made??? Here we go:
Blaster vs Vehicle/Installation Efficiency be reduced by 25%. This solidifies their Intended Role as Anti-Infantry while not completely Gimping their Viability VS Vehicles. VS LAV the Efficiency remains the same since they are Light Vehicles & are, more often than not, too fast for Rail & Missile Turning (Unless Skilled).
This puts a Triforce of VS Roles into play. Blasters engage Infantry & LAVs. Missiles engage Blasters & Installations (Fastest TTK on CRU & Depot, especially Amped) within Mid Field. Rails engage Dropships & Tanks from afar.
This puts the Missile Tanks as Enclosure Area Denial, High Alpha Anti-Blaster Support, & Installation Clean-up. Rails maintain Mid-High Alpha Outskirt Control, Enemy Redline Turret Installation Clean-up, & Dropship Control. Blasters become Infantry & LAV Clean-up.
Only under the Conditions of a Superior Pilot should the Roles become more "Flexible" (IE: Blaster Tank "Circle Strafes" Rail & Missile Tank in CQC. Missile Tank killing Infantry & LAV/Dropship @ Range. Rail Tank killing Infantry & Missile Tank in CQC.)
TL;DR: Get Gud
Side-Note: I agree that Tanking has become a Homogenized Snorefest..... I'll be on Armored Core V, where Customization matters. |
Ninjanomyx
Imperfects Negative-Feedback
531
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Posted - 2014.01.10 15:40:00 -
[2] - Quote
Soraya Xel wrote:Judge Rhadamanthus wrote:Agreed Monkey. I absolutely want rail tanks to be a serious threat to dropships. To be a threat they need to hit hard as the window to hit us is small and they need range to keep us at bay. But doing that from the complete safety of the redline is not fair.
I would at this point make one single change to rail tanks. That they cannot engage the operational area of the map from the redline or close proximity to it. This means the objectives and their zones. let them hit the area near their redline to help a team push out if pushed back, but stop them killing people out in the burn zone trying to have a fair and fun fight by using the redline to run unrealistic builds and hide from retaliation. I don't think this is the solution. We need one, most certainly, but I don't think any solutions involving either removing the redline or disabling damage in the redline is the answer. Most of these answers, I find, come from just wanting the situation to go away, rather than figuring out how to enhance design to naturally block it. I think for one, map design love might be able to adjust the ability for a tank to get a good perch. I mean, a hillside is easily AVable, the problem is the cliffs that the tanker can just back up a bit, and be out of AV line of sight.
+1 Like for pointing out the real flaw, Sim City SNES Map Design........ |