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Spkr4theDead
Red Star.
2787
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Posted - 2015.01.17 20:47:00 -
[61] - Quote
Gavr1lo Pr1nc1p wrote:I want AV to be super potent if tanks are going back to the god-mode days of chromosome.
Of course you want AV to be super potent. Might as well be able to call in a warbarge without requiring any WP at all. Tanks have never been god-mode. They were extremely powerful during Chromosome, and were very easily countered by another pilot.
Seriously, there needs to be a reason for me to neuter my infantry slaying abilities in order to have a shot at killing someone who can also easily kill me with 1/10th the shots i need to kill them.
You obviously don't tank at all, because then you'd see just how bad the blaster is.
Id like AV nades returned to their former usefulness so that we have an actual way to say "Stop sticking your blaster in here or you will die." in exchange for infantry slaying power.
Then a pair of packed Lai Dai would outright kill an armor tank with its shield down. Of course you want "former usefulness" to be more like OP nuclear baseballs.
Current AV nades are lol.
I have grenades to 5, and AV grenades are insanely pathetically easy to use.
Swarms need more damage and range,
Of course you want the easiest to use weapon in the game to do more damage and have greater range. CCP want them to be area of denial for vehicles, not map denial. There would literally be no point in using a vehicle to take another one out, but that's what you want anyway.
forge guns i can't comment on as i don't use them,
Of course you don't use forge guns, they actually require aim.
and dropships will need a survivability buff as well.
They used to have good survivability, but then the afterburner was nerfed, and swarms were buffed to travel faster. Infantry's fault.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2787
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Posted - 2015.01.17 20:53:00 -
[62] - Quote
Breakin Stuff wrote:Chrome vehicles means chrome AV across the board.
Of course, because that's what infantry wants. Easy, god-mode AV.
which means that forges and av nades go back to beast mode
Yeah, like 3 packed Lai Dai doing enough damage to an armor tank to outright destroy it.
just like the sagaris and Surya are beast mode.
That's because they were all-around improvement over the STD tanks. They also had the ADV tag, so they were absolutely better.
I will not, howwever be advocating hives being able to generate av nades like they did in chrome
Having 3 being able to do ~2000 damage each is still extremely OP.
Hilariously swarms actually have DPS I consider viable for hunting marauders in TODAY's build.
We need to see in detail what Rattati wants. Of course you'll want swarms even more powerful than they are now, to balance them around the Marauders, rather than balancing around the Madrugar and Gunnlogi.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2789
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Posted - 2015.01.17 20:59:00 -
[63] - Quote
Breakin Stuff wrote:Spkr why do you bother talking when you know I think your attitude is toxic to the game.
You consider my attitude toxic because I refuse to back down on the defense of vehicles, because I want that to be my chosen role, with all skills at level 5. I don't want to do infantry, so in that case, why should I not defend vehicles?
I'd accept input from a two hour newbie before asking for your opinion. At least most other people have made an effort to be constructive. You don't and you never have.
Of course, you'll ask for someone's opinion when they have literally no experience and don't know what they're talking about, especially the history of vehicles and AV.
So please fell free to go be bitter and butthurt elsewhere.
Nice trolling
I'll listen to the input of any other vehicle driver over yours, because all you do is mewl and whine about how everyone else is out to ruin the game for you.
Oh yeah, because merely having access to STD hulls, ADV turrets and level 3 in core skills makes someone a pilot, even though they'll use a vehicle maybe once every 10 matches. I'll use one about 85% of the time. Their advice is invalid.
I bluntly don't care at this point.
So take the initiative and stop replying to me.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Lazer Fo Cused
Shining Flame Amarr Empire
510
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Posted - 2015.01.17 21:00:00 -
[64] - Quote
shaman oga wrote:Breakin Stuff wrote:shaman oga wrote:Breakin Stuff wrote:
keeping the turrets.
Simple reason is to make it harder to have 4 HAVs spider tanking. As a module doing it is entirely too easy.
Spider tanking was legit imho, but probably blocking large turret while module is active could be the best solution, it would not let people have too much firepower while being repped, meanwhile you have the freedom to move your vehicle as you wish. With transport turret you only need one or two players as logi/gunner, one if hopping from a tank to the other, defeating your purpose. Also made the fitting cost a buttload more than a blaster. Logi vehicles get a fitting break. HAVs do not. You can do it. You just have to make a sacrifice to do so. I saw, but that would require a logi vehicle to have crew too, one would drive and chase the target, the other stay in turret and heal the vehicle.
1. Take 2 to use but 1 AV to kill - Goes against the 1:1 ratio AV pander about on the forums |
Breakin Stuff
Internal Error. Negative-Feedback
6561
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Posted - 2015.01.17 21:02:00 -
[65] - Quote
it would make orbiting a little less dicey to have a driver focus on keeping the LAV from exploding while the "Gunner gets the allies up and running.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Spkr4theDead
Red Star.
2789
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Posted - 2015.01.17 21:03:00 -
[66] - Quote
Breakin Stuff wrote:before skills wiyrkomi swarm is 430 DPS if you include base reloads.
All 4 missiles hitting in half a second is not 430.
this is before skills and damage mods.
See above
Ishukone assault forge damage before anything is 600 DPS by the chrome model, at 400 DPS with reloads accounted for.
My math is terrible, but I'm pretty sure it's far more than that. Shield recharge doesn't kick back in before the second shot is fired. Armor reps can't get back the armor that was lost before the second shot hits.
So yes, I consider swarms viable for marauder hunting.
Current swarms would melt the Marauders of old, especially on a Minmando.
Further, the Surya was inordinately more bricky than the sagaris, thanks for providing me fitting numbers to look at.
They needed to be, because swarms and AV grenades are explosive damage, and obviously had a bonus against armor.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:15:00 -
[67] - Quote
Monkey MAC wrote:And Infantry still hated it, because you would get that 1 guy (Spkr, Taki) who decided that enemy tanks weren't enough, so they went round going 20+ every match because no-one could stop them.
Our aim was OP, nerf the ability to aim. Oh wait........................................................ that's been done. And nobody could stop us? It's called experience.
It'll end up like 1.6 again, if you don't have someone on your team who is a dedicated tanker EVERY Match, you loose.
What's the big deal with that?
Don't get me wrong I'm all for a shake-up on vehicles,
Yeah, like nerfing them again.
adding some variety back, both to variants, modules and layouts would be fantastic.
You don't use vehicles, why do you care?
I just don't agree with you basing your numbers off a time when vehicles were the highest tier of warfare.
They were end-game for pilots. The Type-A suits were end-game for infantry. The two are not the same.
Unless CCP are prepared to start adding in more ways to move between sockets without being skewered by 5 Madrugars, the game just becomes stagnant for infantry.
1. Cloak, 2. dropship, 3. avoid them, 4. LAV, 5. defend the objective you're already at.
So long as there are large swathes of ground with no cover or hidey holes for infantry, making vehicles 'fun' like they were in chrome will only make it fun for tank drivers.
See above
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:20:00 -
[68] - Quote
Breakin Stuff wrote:Maddies were dealable.
That's because the idiot-proof auto-aim AV had a bonus against armor.
Honesty the concern point I have is the Surya.
An improved tank over the standard tank is OP, nerf the improved tank. Oh wait............................. that's already happened.
Part of the problem in Chrome was there was a cultural inertia where everyone REFUSED to load swarms or forges.
Nobody using AV = AV is UP, tanks are OP, nerf tanks.
But all of the non-marauder HAVs were tacklable solo.
MLT tanks piloted by noobs, yes. STD tanks piloted by real pilots, no. Nerf experience.
The Sagaris if you were a dedicated murder maniac could also be soloed with timing and effort.
Only a real, experienced pilot would go for the Marauder, so I doubt they could be soloed.
I think only three or four people ever managed to drop a surya solo, myself among them.
With the way you complain about tanks, I doubt that.
It's EHP was entirely too high.
See above. Improved tanks are OP, nerf improved tanks.
the most comparable vehicle we have now is the overtanked gunnlogi,
There is no OP Gunnlogi.
which swallows eight to ten proto forge shots before exploding.
8 to 10? That's enough to kill a Gunnlogi twice over.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:21:00 -
[69] - Quote
Jack McReady wrote:Breakin Stuff wrote: Part of the problem in Chrome was there was a cultural inertia where everyone REFUSED to load swarms or forges.
"refused" is the wrong word. I remember it like it was yesterday when I had my tripple damage modded proto swarm shooting 6 volleys at an armor tank which didnt really cared about me. then he drove off behind the hill before I could reload to kill him. I would have used my overpowered AV nades but this guy was clever enough not to get close, he didnt had to, his turrets were super effective and could wreck infantry at range. good old times, right? Sounds like the ability to aim, and the intelligence to not put themselves in a bad spot. Experience is OP, nerf experience.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:22:00 -
[70] - Quote
Breakin Stuff wrote: Surya.
I'm well aware of how obnoxious the Surya was. Like I said, if I have my way that HAV's ability to soak fire is going to be dropped back near the sagaris into manageable.
How many times do pilots have to say "Rattati's vision of the Marauders is very high HP, ultra-heavy tanks that are mobile fortresses? That's going beyond not listening, outright refusing to even listen.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:24:00 -
[71] - Quote
Thaddeus Reynolds wrote: There was also the problem where MLT and STD swarms where so much worse than their older brothers that even when people picked them up, it couldn't do anything even against unskilled failfits (That problem has largely been addressed).
That's because the only thing pilots have now is failfits, due to no variety.
Anyway...for helping out the Derpships...expand their PG/CPU to be near HAV levels, this will allow them to fit heavy eHP mods no problem, and largely address their survivabiltiy problems (their slot layout should be fine) as is. (maybe too drastic of a change, but through their PG especially...should help)
It's mainly the swarms traveling faster, but yes, ADV CPU and PG needs to be improved, which can be solved by the PG and CPU skills adding 5% per level, as they used to.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:25:00 -
[72] - Quote
Jack McReady wrote:dont you think this effort is futile without racial parity in terms of AV options?
No
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:27:00 -
[73] - Quote
Breakin Stuff wrote:I'm probably going to nerfhammer the plates because the difference between 120mm and 180mm is more than a 2x multiplier, which accounts for the Surya's Ungodly ability to soak fire.
I've said before, the idiot-proof auto-aim AV has a damage bonus against armor. Pilot experience is OP, nerf experience.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:29:00 -
[74] - Quote
Thaddeus Reynolds wrote:Any chance you would be in favor of adding shield regen to the extenders (not a whole lot, just divide the hp by the regen time on the base hulls) just enough to maintain a shield recharge time, to provide a resemblance to eve's shield recharge? The shield extension skill should add 2% to shield recharge per level. The extenders should never, ever decrease the shield recharge.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
|
Posted - 2015.01.17 21:32:00 -
[75] - Quote
shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2790
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Posted - 2015.01.17 21:33:00 -
[76] - Quote
Breakin Stuff wrote:I have no issue with escaping to recover.
Vehicles should not easily recover in less time than it takes an AV Gunner to travel to a supply depot, repair and reload. Cover is OP, nerf cover.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Godin Thekiller
The Corporate Raiders
2699
|
Posted - 2015.01.17 21:52:00 -
[77] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:I have no issue with escaping to recover.
Vehicles should not easily recover in less time than it takes an AV Gunner to travel to a supply depot, repair and reload. Cover is OP, nerf cover.
The things you've been saying generally don't make sense. Can you please calm your ****? Breakin is trying to create balance, so help him, not shitpost like you usually do, okay?
click me
Blup Blub Bloop. Translation: Die -_-
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 21:54:00 -
[78] - Quote
Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today.
Situational awareness also known as passive scan.
Minmatar omni-merc
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Lazer Fo Cused
Shining Flame Amarr Empire
514
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Posted - 2015.01.17 23:11:00 -
[79] - Quote
shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today.
1. What we have now is 1 pulse x amount, if damage is caused during boosting it cancels the boost altogether even if only 200hp is restored making the booster useless |
Lazer Fo Cused
Shining Flame Amarr Empire
514
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Posted - 2015.01.17 23:13:00 -
[80] - Quote
Breakin Stuff wrote:it would make orbiting a little less dicey to have a driver focus on keeping the LAV from exploding while the "Gunner gets the allies up and running.
1. Gunner gets shot out
2. If i use a rep tool as infantry i dont need a 2nd person to hold it with me
3. Goes against the 1:1 ratio that you want |
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 23:33:00 -
[81] - Quote
Lazer Fo Cused wrote:shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today. 1. What we have now is 1 pulse x amount, if damage is caused during boosting it cancels the boost altogether even if only 200hp is restored making the booster useless At least now you can activate it and have an istant boost if you manage to find a window for its activation, spreading the boost on a longer time it's even worst in my opinion. Probably the best option would be to keep single pulse and add a 75% resistance only that moment.
Situational awareness also known as passive scan.
Minmatar omni-merc
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16648
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Posted - 2015.01.17 23:39:00 -
[82] - Quote
shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today.
Yeah and I think we all universally recognise how bad that was but remember that pulse value did scale with your passive per second regeneration values which could back then have been pretty high at about 50 per second for any additional 150 per pulse if you had that statistic built up.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Lazer Fo Cused
Shining Flame Amarr Empire
514
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Posted - 2015.01.17 23:42:00 -
[83] - Quote
shaman oga wrote:Lazer Fo Cused wrote:shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today. 1. What we have now is 1 pulse x amount, if damage is caused during boosting it cancels the boost altogether even if only 200hp is restored making the booster useless At least now you can activate it and have an istant boost if you manage to find a window for its activation, spreading the boost on a longer time it's even worst in my opinion. Probably the best option would be to keep single pulse and add a 75% resistance only that moment.
1. Its worse now, what good is a boost if it doesnt go through?
2. If it had a 75% resistance for the moment it boosted infantry would cry enough to think that we need to build another ark to survive |
shaman oga
Dead Man's Game
3720
|
Posted - 2015.01.17 23:53:00 -
[84] - Quote
True Adamance wrote:shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today. Yeah and I think we all universally recognise how bad that was but remember that pulse value did scale with your passive per second regeneration values which could back then have been pretty high at about 50 per second for any additional 150 per pulse if you had that statistic built up. It was at 20-25 without rechargers, before the end of 1.7 all i was running were passive tanked shield HAV with around 4-5k shields. Once shield was depleted it was faster to recall and call a new tank. Like i said before, booster is only useful in a calm situation between one shot and another, it's easier to find a time window of 2 seconds to use a single boost than a 10 seconds time window to use the old booster.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
|
Posted - 2015.01.18 00:00:00 -
[85] - Quote
Lazer Fo Cused wrote:
1. Its worse now, what good is a boost if it doesnt go through?
2. If it had a 75% resistance for the moment it boosted infantry would cry enough to think that we need to build another ark to survive
1. It didn't go through even before, every pulse was a restart, but at the end of day if you were able to hide for a brief time, you could save a couple of pulse 200-400 HP? At least now if you are smart / lucky enough to wait, you can use the full boost. 2. I remember the situation with old madru and their window of invulnerability, but at least it took some effort for the pilot to activate the modules quickly.
Situational awareness also known as passive scan.
Minmatar omni-merc
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Lazer Fo Cused
Shining Flame Amarr Empire
514
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Posted - 2015.01.18 00:06:00 -
[86] - Quote
shaman oga wrote:Lazer Fo Cused wrote:
1. Its worse now, what good is a boost if it doesnt go through?
2. If it had a 75% resistance for the moment it boosted infantry would cry enough to think that we need to build another ark to survive
1. It didn't go through even before, every pulse was a restart, but at the end of day if you were able to hide for a brief time, you could save a couple of pulse 200-400 HP? At least now if you are smart / lucky enough to wait, you can use the full boost. 2. I remember the situation with old madru and their window of invulnerability, but at least it took some effort for the pilot to activate the modules quickly.
1. It did at the end of a pulse even if i got hit the booster didnt stop working and it helped when fighting
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Godin Thekiller
The Corporate Raiders
2700
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Posted - 2015.01.18 00:38:00 -
[87] - Quote
quote=Breakin Stuff]Chrome vehicles means chrome AV across the board.
which means that forges and av nades go back to beast mode
[/quote]
No, no no no, NO. Forges, sure. They were doable. nades, just no. Especially with Free LAV's being here, just hell no. start with the balls of hell, end with swarms, AV nades were OP then, and I absolutely refuse for them to come back. Packing irrc 6k worth of damage in your back pocket is insane.
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Internal Error. Negative-Feedback
6571
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Posted - 2015.01.18 14:51:00 -
[88] - Quote
5250 in your back pocket.
and I remember what made them bad.
Standing on nanohives that'd regenerate twenty of them instead of like two of them.
I'm not even going to suggest changing how THAT nerf came off. the grenade regen rate was absolutely insane
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Godin Thekiller
The Corporate Raiders
2704
|
Posted - 2015.01.19 03:07:00 -
[89] - Quote
Breakin Stuff wrote:5250 in your back pocket.
and I remember what made them bad.
Standing on nanohives that'd regenerate twenty of them instead of like two of them.
I'm not even going to suggest changing how THAT nerf came off. the grenade regen rate was absolutely insane
You could have a solid 8-13k of eHP on a Gal HAV. cutting that in half in such a short time isn't called for. At. All.
You only balance on the basis of heavy with a forge. That isn't the only damn AV suit in the game Breakin. PLC's and Swarms exists, and one of them in a LAV with AV nades and their AV weapon of choice would rip apart HAV's. No.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16673
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Posted - 2015.01.19 03:20:00 -
[90] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:5250 in your back pocket.
and I remember what made them bad.
Standing on nanohives that'd regenerate twenty of them instead of like two of them.
I'm not even going to suggest changing how THAT nerf came off. the grenade regen rate was absolutely insane You could have a solid 8-13k of eHP on a Gal HAV. cutting that in half in such a short time isn't called for. At. All. You only balance on the basis of heavy with a forge. That isn't the only damn AV suit in the game Breakin. PLC's and Swarms exists, and one of them in a LAV with AV nades and their AV weapon of choice would rip apart HAV's. No.
I don't really see how its much of an issue. As was said 5250 in your pocket assumes 3 grenades and Breaking has already covered the grenade regeneration rate issue which means at best on landing all five grenades thats 8750 from a Prototype AV weapons.
That would not destroy an old Chromo Marauder, but it would put a dent in other types of tanks assuming you land those hits... if I've learnt anything from this and other games with tanks it's that getting up close and personal in a tank is ******* stupid.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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