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Eko Sol
Strange Playings
159
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Posted - 2014.04.16 00:19:00 -
[61] - Quote
Nothing Certain wrote:Eko Sol wrote:Godin Thekiller wrote:Eko Sol wrote:Nothing to fix, it's fine. I would argue that AV nades should be three but still, that would give too much to Infantry. It's fine. Don't touch it. Fix bugs. Nothing to fix? HAHAHAHAHAHAHAHAHAHAHAHA If you can't AV at this point after the hardening fixes then you don't deserve to QQ. You need to be, as well as everyone else, very specific. I would argue that the only thing I dislike is the bugs. They need to fix the bugs such as forge weapon blanks, swarm lock fake outs, rail turret blanks, RE's not sticking. If someone honestly believes that AV is not balanced (ignoring bugs) then that person has to face the reality they are not good at AV and should stick to other elements of the game. Define "balance"? Is a tank roughly equal to an infantry player overall? Does the average tanker going against average AV have a 1.0 kdr? Or do you think "balance" means a tank is greatly superior and a team is required to kill it?
Balance, in my opinion, is that a tank can be nullified in a relatively affordable or VERY affordable way. Nullifying isn't always destroying. Sometimes it's them just running. When a tanker you played with on the same side for 3 matches in a row goes 20+/0 and then when it's on the other side goes 3/0, or 8/3 because it is so busy trying not to die or actually dying then it's balanced. A 20k cloaked scout fit with basic RE's and ADV AV nades can get some strong shots. I'm not saying it doesn't take two people either. Sometimes you only get two RE's on it and you have to watch it until some swarms get in route or a forger takes out most of its shields. Then you detonate.
I believe that AV is more of a specialty and not something that everyone has the patience for. It's not fun throwing two RE's directly on the tank but they both fall off or one floats or they go into the red and they just disappear as opposed to blow up. It actually sucks but that is a part of it.
Like I said in another post in another thread. Sometimes the vehicles aren't helping the enemy. They just aren't effective and you can avoid them and still win the match.
Sometimes a crappy tank on our side is up against a good tank on their side and I have to throw my two AV nades and hope that it gives our teammates tank the edge. Just because it takes two people doesn't mean it's not balanced. Again, I think it is a specialty. |
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THUNDERGROOVE
Fatal Absolution Dirt Nap Squad.
667
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Posted - 2014.04.16 00:20:00 -
[62] - Quote
Shooty Dangerman wrote:Shorten the active hardener duration by 10 secs. Change all active modules so that only one of each type can be active at a time, to prevent double stacking hardeners and damage mods.
This fixes most of the problems in my opinion. Active modules are **** apart from damage mods.
Nerf vehicle damage mods to 15%. Nerf vehicle acceleration or top speed. Nerf armor heavy armor repairers.
Running at 10.6 m/s ak.0
Projects: TDBS | SDETool
Flaylocks are fine
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Godin Thekiller
shadows of 514
2455
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Posted - 2014.05.28 02:28:00 -
[63] - Quote
THUNDERGROOVE wrote:Shooty Dangerman wrote:Shorten the active hardener duration by 10 secs. Change all active modules so that only one of each type can be active at a time, to prevent double stacking hardeners and damage mods.
This fixes most of the problems in my opinion. Active modules are **** apart from damage mods. Nerf vehicle damage mods to 15%. Nerf vehicle acceleration or top speed. Nerf armor heavy armor repairers.
Na; just change them back to the way they were; that'll solve a bunch of problems.
click me
Blup Blub Bloop. Translation: Die -_-
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