|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Clone D
Grundstein Automation
64
|
Posted - 2014.01.24 14:41:00 -
[1] - Quote
I spent some SP on buffing my swarm launcher skills because I was tired of being harassed by HAVs. After playing anti-armor for a while, I've built a rather inexpensive anti-armor dropsuit that is as effective as I can be for the price. The focus of the build is AV grenades, the swarm launcher and mobility (light suit) to improve chances against 80 JG blasters and maneuvering to safety or temporary pursuit.
I've noticed that the reward/loss ratio of playing anti-armor indicates that it is a powerless class. Additionally my WP are quite low when I focus on anti-armor.
Observations - To lock on to a target requires at least some direct exposure to the target itself. - During the lock on process is a perfect time for enemy infantry/LAV/HAV/Dropship to pick you off. - Firing rockets discloses your position making you an instant target to all enemy. - Because anti-armor is targeting highly mobile vehicles, the vehicle generally retreats to recover HP. - HAVs often work in pairs now which will reduce the anti-armor attempts of an entire team to pointlessness. - Because anti-armor contributes such a small fraction of the total HAV take down, the chance of achieving a kill (vs kill assist) are very low. - If the target rounds a corner after rocket discharge, then the rockets will impact obstacles, as they are not smart enough to go around.
Tactical Lessons - 1 Anti-armor is useful for scaring away 1 HAV for 30 seconds, although chances are that ammo will be exhausted, so carry a hive. - 1 Anti-armor + 1 friendly tank is a great combination against an enemy tank. - A tanker will commonly dismount and attempt to kill you if he feels that his tank is in danger. Be on the ready to use your firearm. - Don't bother chasing down vehicles. Their HP will have recovered by the time you get to them. The anti-armor class is a deterrent to get them to leave.
My opinions - Damage to the track of a HAV should immobilize the HAV. The operator should have to get out and fix it. - Swarm launcher damage should be doubled. Currently, it's like throwing feathers at a concrete wall. - We need armor piercing rounds that do damage to the operator and passengers. - Seeing as how most teams don't bother to defend captured objectives, don't bother playing this class. - As snipers kill snipers best, let vehicles kill vehicles. - Because anti-armor is so weak, the trade-off of your team contribution toward capturing objectives is too great.
Has anyone found the anti-armor class to be a lucrative endeavor? If so do you have any pointers on how to achieve potency?
Grundstein Automation
|
Clone D
Grundstein Automation
64
|
Posted - 2014.01.24 14:47:00 -
[2] - Quote
SGT NOVA STAR wrote:sooo, your complaining that your STD swarm cant kill a tank with PRO modules?
No, I am asking about how to make anti-armor more lucrative. It sounds like damage will be rewarded in 1.8.
Tanks deserve the buffs that they earn.
Grundstein Automation
|
Clone D
Grundstein Automation
65
|
Posted - 2014.01.24 15:19:00 -
[3] - Quote
SGT NOVA STAR wrote: My opinions - Damage to the track of a HAV should immobilize the HAV. The operator should have to get out and fix it. - Swarm launcher damage should be doubled. Currently, it's like throwing feathers at a concrete wall. ^ really? really? to much Metal Gear Solid bro. and a proto FG eats tanks alive, have you played PC against AE? nyan? i understand alot of players and only play for "fun" or with a buddy, so you dont really see the hardcore nature AV really does to tanks in top level situations. AV isn't just your swarm luancher (which btw you never see one in top pc battles) its your RE's, proxy mines, av nades ect. iv seen sicas 3 vollied by proto swarms, 2 shotted with proto FG, and tanks 1 shotted by breach FG. i hate to be the one to say it BUUUUUT, your doing it wrong.
I hear you. I didn't say it was inappropriate to use other weapons for HAV take downs.
Grundstein Automation
|
Clone D
Grundstein Automation
65
|
Posted - 2014.01.24 15:26:00 -
[4] - Quote
SGT NOVA STAR wrote:its not my fault all these noobs dont understand how to kill a vehicle. get a good corp, get an av group, get a tanker friend, get RE's,do something yo! my corp mates kill tanks with RE's like its no big deal. get a particle cannon. hell, get a sica with damage mods. people act like its sooo hard to kill a tank, no, YOUR making it harder for yourself.
Thanks for the advice. It would be better received if you did it without the hater attitude. If you have a vast world of experience to draw wisdom from, then please mentor us.
Grundstein Automation
|
Clone D
Grundstein Automation
66
|
Posted - 2014.01.24 16:44:00 -
[5] - Quote
Snagman 313 wrote:Anti armour lucrative??? Hahahahaha!!!!!
Thanks for the confirmation. I was wondering if there was a secret that I was missing.
My other classes can reap 1000+ WP consistently. I was having trouble topping 450 using anti-armor tactics.
I am still open to suggestions.
A team effort + time tracking vehicles = low WP.
Grundstein Automation
|
Clone D
Grundstein Automation
67
|
Posted - 2014.01.24 18:13:00 -
[6] - Quote
Gelan Corbaine wrote: Ding ! Ding ! Ding ! Tell him what he's won !
Complexity arises out of simple systems. If you build a worldview on assumptions, then you may miss hidden opportunities.
Grundstein Automation
|
Clone D
Grundstein Automation
68
|
Posted - 2014.01.24 18:54:00 -
[7] - Quote
Pvt Numnutz wrote:Clone D wrote: - If the target rounds a corner after rocket discharge, then the rockets will impact obstacles, as they are not smart enough to go around.
This is incorrect.
Then my eyes deceive me. Has anyone else noticed this?
I am familiar with the technique of locking on and aiming away to adjust flight path to avoid obstacles.
I have witnessed rockets detonating on bunkers and berms as the vehicle changed course to flee.
Grundstein Automation
|
|
|
|