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DUST Fiend
Molon Labe. General Tso's Alliance
15605
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Posted - 2015.01.21 17:00:00 -
[1] - Quote
Yes or No, and why
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2349
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Posted - 2015.01.21 17:12:00 -
[2] - Quote
No. They are imbalanced with each other, though. Shield HAVs>>>>Armor HAVs for example. AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms, and others... not so great (by that I mean terrible). But overall, AV/V is balanced, but not with themselves.
Home at Last <3
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Sir Snugglz
Red Star.
1140
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Posted - 2015.01.21 17:15:00 -
[3] - Quote
DUST Fiend wrote:Yes or No, and why
Vehicles in general?
No. The lav (like none ADS derpships) have no role aside for one way suicide trips. Aside from the fatty proto rail gun fit, lav's have no clear role aside transportation.
Have no anti infantry/ anti vehicle capabilities. Cant even be used for supression nor defense. That's what I call major underpowered. Even running people over got nerfed (i do agree that was op) but no buff to compensate in other area.
If lav was meant for only transportation, then we should remove the turret for another seat. I have never heard any PC team request an lav driver for their match... That says a lot.
Same thing applies to general derpships. lav's/derpships have no bonuses whatsoever. initial transportation is only real purpose, aside from suicide runs to a point.
Again, I've never seen a PC team ask for a general purpose derpship pilot, (only ADS).
ADS main role now is to clear roof uplinks. It's slaying capabilities were taken away. If you see the ADS as an uplink cleaner then its fine. If you think it shouldn't just be an uplink cleaner, then its under powered.
I was only a tanker in chromosome (not many people knew that). I cannot state how tanks are.
But LAV and general purpose derpships are definitely underpowered. LAV's especially.
-Pro AFKing LVL 5
-Luck is just one of my skills
-Just because I make flying look easy doesn't mean it is
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Atiim
Titans of Phoenix
15162
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Posted - 2015.01.21 17:18:00 -
[4] - Quote
No, as AV Weapons have a reasonable difficulty with destroying competent Pilots.
The 1st Matari Commando
-HAND
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Derpty Derp
Dead Man's Game
644
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Posted - 2015.01.21 18:56:00 -
[5] - Quote
No:
Turrets are not well balanced... Large turrets still too good at farming infantry
- Missiles can spray a whole area, clearing out areas of infantry, as well as popping a few individual missiles for single targets.
- Rails can snipe like a boss still.
- Blasters are about where they should be.
No balance between turret types
Large Turrets: - Rails charge too fast for something with that much range.
- Missiles can spray enough to down most vehicles in 1 go, leading to boring fights.
- Tanks turn speed makes the fastest turning turrets pointless, blasters main advantage for close range is the turrets turn speed, which means nothing when the other tank can just pirouette on the spot with a stronger turret!
I suggest... We need to reduce the amount of missiles per reload. increase charge time on rails and make large turrets unable to turn while the tank is turning/moving.
Small Turrets; - Small turrets are too forgiving when wasting shots.
- Missiles can miss a target 7 times and still get the kill on the 8th, it makes killing infantry too easy.
- Blasters have such little heat buildup and so much ammo, that you can spray down several infantry without having to stop, even if you miss half your shots.
- Missiles have such a long reload time that vehicle reps make them somewhat useless against anything that repairs fast.
- Rails could use a little more damage to break through reps, maybe less range because it's way too safe sniping from a distant LAV.
I suggest... We half the number of missiles per reload and reload time. Give more heat buildup on blasters. Wait before changing rails again to see how they fair with other turret changes.
Hulls are not well balanced. Gunni has much better turn speed
- Ability to maneuver makes it the 'go to' tank, even before considering the favorable damage profile of shields.
I suggest... Allowing both hulls to turn at a similar rate, have the changes to straight line speed/acceleration only. Though I would make the changes to turrets turning, before bothering with this, as it may become unnecessary.
Maddi drops instantly to missiles
- Gunni has a fair chance vs all weapons, while Maddi drops instantly to Missiles.
I suggest... Either giving the Maddi a much higher potential hp, or evening out the damage profiles a bit.
People can jump in/out of vehicles.
- Jumping out and instantly firing av weapons makes vehicle fights boring.
- It allows someone to escape death at the last second.
- It makes multi-turret vehicles less useful, if you can avoid fitting and jump out with a HMG instead.
I suggest... Adding a delay to getting out would screw up transport dropships badly! So instead I think a 3 or 4 second delay to movement input after exiting/entering would be more viable.
Deciding where to drop passengers would require a little more thought. No more dumping into a hot zone and having them shoot some poor bugger in the back.
Turrets can be used to cover the transported infantry after they exit.
Tankers really shouldn't be getting out all that often, especially in the open.
Makes multi-manned vehicles better than solo vehicles. |
P14GU3
Savage Bullet
1146
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Posted - 2015.01.21 19:09:00 -
[6] - Quote
Pretty much what derp said.
From an AV perspective, maddys are WAY too easy to kill, with swarms or forge guns. Dropships get wrecked by swarms but are hard to down with a forge. I would say they are about where they should be. Gunnlogis are near unbeatable with AV if its a good pilot. The only way to take a good gunny down is with 2 or 3 coordinated AV at the moment. I think better shield AV would solve this (amarr lance plz.) LAVs are fine.
My biggest issue with vehicles, and always has been, lack of enter/exit animation. The instant teleport in and out is broken on so many levels.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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Hector Carson
G0DS AM0NG MEN General Tso's Alliance
153
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Posted - 2015.01.21 19:09:00 -
[7] - Quote
Add new type of LAV, troop transport able to seat 6 + driver, sorry since I saw we were on the topic of vehicles I just thought I throw this idea out there
Assault c.k0
Proto Tankers
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Vesta Opalus
T.H.I.R.D R.O.C.K General Tso's Alliance
320
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Posted - 2015.01.21 19:13:00 -
[8] - Quote
DUST Fiend wrote:Yes or No, and why
Yes. Sort of.
1. Against AV, Vehicle players get to decide the terms of every engagement unless they are hit by so much AV that they are instantly or almost instantly killed, this means that the opposing AV has a massive disadvantage at all times which is magnified by the disparity in TTK (even a large blaster turret with the lowest anti-infantry TTK will be able to kill even the most tanked suit in the game before the tank is killed, this is even more pronounced when you get into railgun vs. forge or swarm where the railgun can sit at max range and just peck at the AV player until they manage to land a hit, AV player doesnt get that luxury and CANNOT kill a properly driven rail tank at long ranges)
2. Inter-vehicle balance is ****. The Gunloggi HAV is stupendously overpowered compared to any other kind of tank, including the madruger. Any rail tank is just absurdly dangerous to any dropship in the field. Shield dropships take stupid amounts of damage from bumping into anything. LAVs and Dropships take massive falling damage or impact damage from anything whereas a tank is almost invincible to it (they can fall from insane heights and not die, run into just about anything and take only a little damage, yadda yadda). Small turrets have issues that make them nearly unusable in some situations, small rails have bad hit detection, small blasters are just ****, and missile turrets have some kind of weird thing where they take inertia from the parent vehicle and fly off in some random direction instead of where you are aiming. And last but not least, tank power to kill other tanks is so far above AV that it makes a militia sica with all militia mods a better AV choice to a non vehicle spec player than actual proto AV is.
3. While as mentioned in 1. AV is **** at killing vehicles, they are also good enough against vehicles to force vehicles into incredibly cautious play because vehicles are tremendously expensive and nobody wants to lose them. This results in boring play for both AV and vehicle players as they are in a kind of stalemate. AV ends up dodging infantry all game and doing nothing but having no fun, and vehicles end up sniping from safe spots (be it redline or near handy cover) at enemy redberries, having no fun as well, and not really doing much either.
So no, vehicles are OP, but at the same time they are sort of stupidly implemented so its not like the vehicle player is having any fun with it most of the time. |
Jack McReady
DUST University Ivy League
1870
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Posted - 2015.01.21 19:14:00 -
[9] - Quote
Atiim wrote:No, as AV Weapons have a reasonable difficulty with destroying competent Pilots. that bait |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2851
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Posted - 2015.01.21 19:16:00 -
[10] - Quote
Fizzer XCIV wrote:No. They are imbalanced with each other, though. Shield HAVs>>>>Armor HAVs for example. AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms, and others... not so great (by that I mean terrible). But overall, AV/V is balanced, but not with themselves. Shield tanks are only slightly better compaired to armor because they're more versatile (especially fitting small turrets) and maneuverable. Shields suck defensively compaired to armor.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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shaman oga
Dead Man's Game
3740
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Posted - 2015.01.21 19:21:00 -
[11] - Quote
Only in chromo, mostly because the lack of serious AV.
Situational awareness also known as passive scan.
Minmatar omni-merc
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Lazer Fo Cused
Shining Flame Amarr Empire
583
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Posted - 2015.01.21 19:25:00 -
[12] - Quote
1. No
2. LAV/DS/HAV have no role
3. Turrets are either anti vehicle or nothing at all due to infantry ability to whine about getting killed by turrets so they get nerfed
4. No module variety and what modules we have get nerfed because again infantry whine for it
5. Lack of skills and decent skill bonuses so even less to skill into and the gap between a 30mil vehicle SP player and a 0SP player is literally nothing
6. Anything a vehicle can do infantry can do it better for cheaper in SP and ISK
7. Armor vehicles melt to current AV weapons so shield is more powerful as a result
8. SL is the most broken and skillless weapon in any game i have come across - Crash Bandicoots Wumpa launcher requires more aiming and timing that this POS
9. No hull variety
10. MCRU is useless and not upgradeable
11. Prob a few more i forgot to add |
Big Burns
Dem Durrty Boyz General Tso's Alliance
332
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Posted - 2015.01.21 19:32:00 -
[13] - Quote
No vehicles are not OP. If you give Kalante Schiffer a Militia Assault Rifle, does that make the Militia Assault Rifle OP?
I'm a try-hard, because half my team sits in the MCC.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16724
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Posted - 2015.01.21 19:54:00 -
[14] - Quote
Meh doesn't matter. They are just really boring.
*"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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16724
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Posted - 2015.01.21 19:56:00 -
[15] - Quote
Vulpes Dolosus wrote:Fizzer XCIV wrote:No. They are imbalanced with each other, though. Shield HAVs>>>>Armor HAVs for example. AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms, and others... not so great (by that I mean terrible). But overall, AV/V is balanced, but not with themselves. Shield tanks are only slightly better compaired to armor because they're more versatile (especially fitting small turrets) and maneuverable. Shields suck defensively compaired to armor.
Indeed...... that 15% better hardener really makes them bad in a defensive sense....not to mention on tanks a passice 168 passive regeneration per second without requiring a module to be fit.
*"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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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2855
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Posted - 2015.01.21 20:04:00 -
[16] - Quote
True Adamance wrote:Vulpes Dolosus wrote:Fizzer XCIV wrote:No. They are imbalanced with each other, though. Shield HAVs>>>>Armor HAVs for example. AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms, and others... not so great (by that I mean terrible). But overall, AV/V is balanced, but not with themselves. Shield tanks are only slightly better compaired to armor because they're more versatile (especially fitting small turrets) and maneuverable. Shields suck defensively compaired to armor. Indeed...... that 15% better hardener really makes them bad in a defensive sense....not to mention on tanks a passice 168 passive regeneration per second without requiring a module to be fit. Hardeners come down eventually, sure they can burst tank but after that they're tissuepaper. Edit: also you need to use on everytime you're attacked because your defenses depend on them, meaning even a single swarmer can cause you to use up your hardener(s) in some cases. Not to mention you're toast if youre caught with them down, even if you keep some shields you've lost most of it.
Shield reps only work after a battle where as armor is constant, not to mention higher (typically 200-250). Sure it takes mods but you also require 3x defensive mods for max efficiency, plus using your lows for fitting mods where as armor gets at least one utility high (typically an overdrive which can help outrun/strafe missiles).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16724
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Posted - 2015.01.21 20:27:00 -
[17] - Quote
Vulpes Dolosus wrote:True Adamance wrote:Vulpes Dolosus wrote:Fizzer XCIV wrote:No. They are imbalanced with each other, though. Shield HAVs>>>>Armor HAVs for example. AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms, and others... not so great (by that I mean terrible). But overall, AV/V is balanced, but not with themselves. Shield tanks are only slightly better compaired to armor because they're more versatile (especially fitting small turrets) and maneuverable. Shields suck defensively compaired to armor. Indeed...... that 15% better hardener really makes them bad in a defensive sense....not to mention on tanks a passice 168 passive regeneration per second without requiring a module to be fit. Hardeners come down eventually, sure they can burst tank but after that they're tissuepaper. Edit: also you need to use on everytime you're attacked because your defenses depend on them, meaning even a single swarmer can cause you to use up your hardener(s) in some cases. Not to mention you're toast if youre caught with them down, even if you keep some shields you've lost most of it. Shield reps only work after a battle where as armor is constant, not to mention higher (typically 200-250). Sure it takes mods but you also require 3x defensive mods for max efficiency, plus using your lows for fitting mods where as armor gets at least one utility high (typically an overdrive which can help outrun/strafe missiles). On a Shield Tank (since I always think in terms of tanks) you rarely ever have to come down from the active module high.
2x Hardeners create a 60 second resistance period with 30 seconds down time with an incredibly manageable 4 second regen delay for 168 per second (and effective 235.2 while module remains active).
Ideally I'm never on field for longer than I can manage my active modules and always in a place to exploit some form of cover.
The issue I find is that for the most part I can ignore swarm launcher users unless they appear in force unlike Forgegunners and Plasma Cannoniers as as such can ignore the most common AV form that I'm likely to encounter.
I mean from a defensive stand point.....I get everything and more on the Shield HAV than I do on the Armour HAV.
15% better hardeners, effectively a free repairer, natural resistance to most forms of AV and comprable if not better eHP values due to my fitting capacities.
I can't speak for Dropshippers.....never been able to fly.
*"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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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.21 20:49:00 -
[18] - Quote
Vulpes Dolosus wrote: Shields suck defensively compaired to armor. Shield defense is superior due to two AV weapons and two vehicle turrets getting a bonus against armor. The only thing armor has is its repair, so it's able to stay out of the redline, albeit in cover, to recover its HP and move out again.
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.
2804
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Posted - 2015.01.21 20:51:00 -
[19] - Quote
Fizzer XCIV wrote: AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms,
Wow, I'm surprised you actually admitted that. The first step towards rectifying a problem is admitting you have one.
But overall, AV/V is balanced,
No it's not.
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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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2351
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Posted - 2015.01.21 21:09:00 -
[20] - Quote
Spkr4theDead wrote:Fizzer XCIV wrote: AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms,
Wow, I'm surprised you actually admitted that. The first step towards rectifying a problem is admitting you have one.
But overall, AV/V is balanced,
No it's not.
Why do you think I'm a Swarm user? I use Plasma Cannons.
I just think swarms being fairly OP isn't a problem so long as they are the only viable Light AV. Right now, they are the best Light AV option for both Armor and Shield vehicles, despite their shield penalty.
When/if Plasma Cannons become good AV options for fighting shield vehicles, I'll probably lobby for toning swarms down. Until then, they should remain OP. They act as an equalizer right now.
Home at Last <3
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16726
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Posted - 2015.01.21 21:23:00 -
[21] - Quote
Fizzer XCIV wrote:Spkr4theDead wrote:Fizzer XCIV wrote: AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms,
Wow, I'm surprised you actually admitted that. The first step towards rectifying a problem is admitting you have one.
But overall, AV/V is balanced,
No it's not.
Why do you think I'm a Swarm user? I use Plasma Cannons. I just think swarms being fairly OP isn't a problem so long as they are the only viable Light AV. Right now, they are the best Light AV option for both Armor and Shield vehicles, despite their shield penalty. When/if Plasma Cannons become good AV options for fighting shield vehicles, I'll probably lobby for toning swarms down. Until then, they should remain OP. They act as an equalizer right now.
Go talk to Ceej and Kubo.
*"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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Echo 1991
Titans of Phoenix VP Gaming Alliance
698
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Posted - 2015.01.21 21:31:00 -
[22] - Quote
Fizzer XCIV wrote:Spkr4theDead wrote:Fizzer XCIV wrote: AV is also imbalanced in this same way, with some AV being great (probably too great) like swarms,
Wow, I'm surprised you actually admitted that. The first step towards rectifying a problem is admitting you have one.
But overall, AV/V is balanced,
No it's not.
Why do you think I'm a Swarm user? I use Plasma Cannons. I just think swarms being fairly OP isn't a problem so long as they are the only viable Light AV. Right now, they are the best Light AV option for both Armor and Shield vehicles, despite their shield penalty. When/if Plasma Cannons become good AV options for fighting shield vehicles, I'll probably lobby for toning swarms down. Until then, they should remain OP. They act as an equalizer right now. They aren't OP. Against a shield tank, it will take about 6 swarms to get down to armour if they fit it like that. Armour vehicles have it bad cos 2/3 of all weapons that are used to kill vehicles have an efficiency bonus to armour. Armour vehicles need a buff, leave swarms alone until after vehicle rebalance and see how it plays out. |
Leadfoot10
Molon Labe. General Tso's Alliance
2940
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Posted - 2015.01.21 22:06:00 -
[23] - Quote
No.
Because.
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Beld Errmon
Nyain San
1818
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Posted - 2015.01.21 22:19:00 -
[24] - Quote
Atiim wrote:No, as AV Weapons have a reasonable difficulty with destroying competent Pilots.
Scrubs with easy mode weapons can destroy exceptional pilots with "reasonable" difficulty, you must be pretty smug with the outcome of your one sided BS crusade, glad I didn't play long enough to see the day when a scrublord like you is actually happy with the "balance" between vehicles and AV.
Retired bittervet.
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Riptalis
Horizons' Edge
166
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Posted - 2015.01.21 22:21:00 -
[25] - Quote
Vehicles are not op, but they are imbalanced. Until more standard, ADV, and proto vehicles are released vehicles will always be underpowered to AV currently and still be imbalanced.
Python pilot
Logistics mk.0
Assault mk.0
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LUGMOS
Quafe Premium
1624
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Posted - 2015.01.21 23:49:00 -
[26] - Quote
True Adamance wrote: Go talk to Ceej and Kubo.
Or me...
One thing I don't get is why exactly people think that AV should solo a vehicle with... Wait for it... Only a Swarm Launched, PLC, or Forge. Its like nobody knows that AV or Flux nades, REs, or lolProxies can be fit on one suit.
I will laugh the day that the PLC gets buffed to the point that I can just rip someone's shields off and pop some AV nades, killing them in a second. Sure, the Swarm is sort of AV made unfriendly, but that's what the PLC is for. I want to see the PLC being the goto AV for close range, and the forge being better than the Swarm in long range. I think swarm launchers should have a clip of one, but double the damage per salvo. Keep range and everything else the same.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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LUGMOS
Quafe Premium
1624
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Posted - 2015.01.21 23:50:00 -
[27] - Quote
Beld Errmon wrote:Atiim wrote:No, as AV Weapons have a reasonable difficulty with destroying competent Pilots. Scrubs with easy mode weapons can destroy exceptional pilots with "reasonable" difficulty, you must be pretty smug with the outcome of your one sided BS crusade, glad I didn't play long enough to see the day when a scrublord like you is actually happy with the "balance" between vehicles and AV. Bait taken... Y u do dis???
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Derpty Derp
Dead Man's Game
648
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Posted - 2015.01.23 13:20:00 -
[28] - Quote
P14GU3 wrote: Gunnlogis are near unbeatable with AV if its a good pilot. The only way to take a good gunny down is with 2 or 3 coordinated AV at the moment. I think better shield AV would solve this (amarr lance plz.) LAVs are fine.
Plasma cannon could use a buff, or maybe a breach variant that travels faster but has no splash damage. Currently as the only AV shield weapon (not grenade) it's laughable. At a distance you can see it fired, watch the trail and have time to move slowly out the way. At close range the first shot may hit, but they have to reload instantly giving you time to make the distance to long range.
As for downing Gunni at the moment, 1 aver can do it with a forge gun. Don't even need the fluxes. Just make sure your first hit is on the weak spot, if they don't die of shock seeing their hp halved, then they will die from the next few shots even if they pop a hardener. Infact if you use hardeners on your tank, you sacrifice shields, meaning that first shot deals a heck of a lot of damage.
If you position well enough, then a flux before the first charge will almost mean certain death for the tank. I think forge gun is balanced well as av, good position + thinking ahead usually = a kill... While swarms just = kill if you're close enough... & Plasma cannon = kill, if you're extremely lucky and the vehicle is stuck somewhere, lol. |
Echo 1991
Titans of Phoenix VP Gaming Alliance
699
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Posted - 2015.01.23 17:06:00 -
[29] - Quote
Derpty Derp wrote:P14GU3 wrote: Gunnlogis are near unbeatable with AV if its a good pilot. The only way to take a good gunny down is with 2 or 3 coordinated AV at the moment. I think better shield AV would solve this (amarr lance plz.) LAVs are fine.
Plasma cannon could use a buff, or maybe a breach variant that travels faster but has no splash damage. Currently as the only AV shield weapon (not grenade) it's laughable. At a distance you can see it fired, watch the trail and have time to move slowly out the way. At close range the first shot may hit, but they have to reload instantly giving you time to make the distance to long range. As for downing Gunni at the moment, 1 aver can do it with a forge gun. Don't even need the fluxes. Just make sure your first hit is on the weak spot, if they don't die of shock seeing their hp halved, then they will die from the next few shots even if they pop a hardener. Infact if you use hardeners on your tank, you sacrifice shields, meaning that first shot deals a heck of a lot of damage. If you position well enough, then a flux before the first charge will almost mean certain death for the tank. I think forge gun is balanced well as av, good position + thinking ahead usually = a kill... While swarms just = kill if you're close enough... & Plasma cannon = kill, if you're extremely lucky and the vehicle is stuck somewhere, lol. PLC doesn't need a damage buff. Maybe reduce reload speed a tad but we'll see. It does work well as an AV weapon if you get close enough, doing 2000+ alpha against shields is ridiculous, however it struggles against armour.
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We are 138
Subdreddit Test Alliance Please Ignore
655
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Posted - 2015.01.23 17:41:00 -
[30] - Quote
Good players are op. I have seen drop ship pilots terrorize entire matches, and I've seen solo av savants wreck tanks. So many factors. I have been in matches where the vehicle presence is overwhelming (frekin duna) and as a part time CRUtanker/drop ship some matches I've seen the bolas get shot down by a hail of swarms and forge gun fire. Over all I blame the small player base and the juicy points that come from vehicle destuction. For instance if I blow up a LAV near a blue objective I get 75 75 40 plus the bonus. Oh and also there is much vehicle hate from when tanks and murdertaxis ran amok killing every thing match after match, that **** left scars man and made people skill into AV and have a fit ready to counter vehicles. Just the nature of the beast at this point we need an Influx of fresh blood to keep it mixed up, close quarters breeds contempt after all....
Hello? any one there?
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