|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Harpyja
Molon Labe. Public Disorder.
1102
|
Posted - 2014.01.17 00:00:00 -
[1] - Quote
What do you think about immobilizing the vehicle when a large railgun is being charged up or when the charge is being held?
It's meant for long range, and just like the sniper, you stand still to be accurate at range. And just like the sniper, railguns should be outmatched at close range. I personally think that this change will help solve the issue of CQC rail tanks that can stomp on anything and giving other tanks that are meant for CQC a chance to outmaneuver the rail tank and win.
Right now, the maneuverability of the tank hull allows for rail tanks to apply their damage at CQC.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Molon Labe. Public Disorder.
1106
|
Posted - 2014.01.17 00:58:00 -
[2] - Quote
Henchmen21 wrote:I use a rail tank specifically to take out other tanks, that's what there meant for. The blaster tank has an advantage vs infantry, that's what it's for. You wanna mow down my team with impunity when there is still no better counter then another tank. Don't be surprised when I come and take you out with 80GJ of klickass. That said, I wouldn't be opposed to milita hulls, and turrets getting a rotation speed nerf. I run missiles majority of the time and railguns when I get annoyed. I have 0 SP into large blasters. So I'm the one that brings justice to those blaster tanks. But rail tanks shouldn't be able to just come up beside me and blow me apart, because then what's the point in missiles if blasters are better at AI and railguns are better at AV?
Currently, the railgun is the go-to weapon for AV, because it wins 80% of the time at any range. There needs to be a choice when going AV. Either CQC-in-your-face missiles or long range railguns.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Harpyja
Molon Labe. Public Disorder.
1106
|
Posted - 2014.01.17 02:16:00 -
[3] - Quote
Kigurosaka Laaksonen wrote:I'll pay more attention and do some messing around with tanks and the front vs. top mount small turret. The front turret is almost always useless. My option would always be a small top mounted blaster turret.
Also, I didn't notice any way to change tank controls to separate turning from acceleration. I'll check that again. When I post here again, I will post definitively. These are the pressing concerns of our days.
But seriously, if a rail tank has you down, hop in a blaster tank, come from around a building or something and circle around him. He literally can't hit you. On that note, Rail turret tracking is already so bad that it's faster to turn the tank itself. Making Rail turret tracking any slower won't have any more effect because you would just turn the tank.
Edit: Fixed typos. Exactly why I suggest that charging or holding the charge on the railgun immobilizes you. Your turret would just track too slow to keep up and gives the other tank the opportunity to circle around you and avoid your railgun. Right now you just turn your tank (shield tanks) to compensate for the slow turret rotation. Or just drive in a straight line while shooting so the other person can't out-maneuver you (armor tanks).
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
|
|