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Thread Statistics | Show CCP posts - 1 post(s) |
killertojo42
KnightKiller's inc.
139
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Posted - 2015.02.09 05:02:00 -
[1] - Quote
Godin Thekiller wrote:And Gunships that HAV's can't defend against. You can seriously hover over them and blow them up. Running away doesn't even help it seems, as you can still just fire away at them to kill them. This is highly unreasonable and needs to get fixed (a raise in turret elevation would help).
BLUB
Problem is CCP originally intended missile turrets on tanks to be able to lock on to drop ships until ADSs completely QQed back in open beta, that is why the rail tank ended up as the main ADS killer of the tanks, blaster was supposed to be anti-infantry, rail as anti-armor and missile as anti-air, if things were done as intended tank warfare and vehicle warfare would be balanced but ADSs cry about everything dangerous to them
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
139
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Posted - 2015.02.09 05:10:00 -
[2] - Quote
Oh and any experienced rail tanker will tell you there is a sweet spot at a certain height where rail tankers can't even attempt to hit an ADS but it can easily hit anything unless oddly angled on a perfect small hill or on a large hill and both actions are easy to spot if a pilot isn't just being oblivious, it's ADSs that still play like scrubs that get shot down
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
139
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Posted - 2015.02.09 05:41:00 -
[3] - Quote
By the way the concept that makes the jihad jeep work is a broken mechanic, it is a friendly explosion setting off a friendly explosion, place an RE, then throw a locus grenade at it, then try a flux, then try a proxy and let a red walk over it and lastly blowing up the RE doesn't damage the car itself and if the front end is properly strapped the REs can potentially eat a couple rail gun rounds for you when you hit a tank
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
139
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Posted - 2015.02.09 06:45:00 -
[4] - Quote
Caeli SineDeo wrote:@ Killertojo you really need to revise your post. Not even in closed alpha where Small Missile turrets ment to be lock on. They have and always will be ment to be how they are.
Now there was talk about creating a new turret that in the missle turret line that allowed lock ons. Back when this talk happened dropship pillots did not care about swarms. CCP never really took interest in it and had bigger issues for ballancing on there plate Drop ships begged for not having a lock on missile turret and they also cried about rail turrets until they got nerfed, I gave up caring about balance in vehicles when I saw ADSs QQ over my rail turret, seriously I'm tired of damn whiney ADS pilots and by way the assault refers to point assault meaning it is meant to be only good at helping infantry and pushing back and suppressing the enemy like the assault, its for when taking points, its name ends any argument
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
139
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Posted - 2015.02.09 06:48:00 -
[5] - Quote
By the way caeli you better have been in closed beta or in open beta within the first week of open beta opening to tell me anything
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
140
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Posted - 2015.02.09 10:58:00 -
[6] - Quote
Mary Sedillo wrote:killertojo42 wrote:By the way caeli you better have been in closed beta or in open beta within the first week of open beta opening to tell me anything lol, because current meta has anything to do with meta from that point in the game. I've been around since mid-open beta and it was different then. He brought up closed beta as if he knew more than me so I was just shutting him down
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
140
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Posted - 2015.02.09 11:01:00 -
[7] - Quote
TEC N9ne wrote:HAVs Can easily run, it takes so many rounds solo to take a good tank, plenty of time for them to roll into their redline as they always do, unless youre referring to when you also have multiples of AV firing in which case it should die. if you wanna take away my ability to hover over you and fire then you must also at the same time remove an HAVs ability to hide like a coward in the redline behind a hill and snipe an ads with a particle accelerator where there is no ability to return fire. Flying drop ships get a pretty big expansion to the redline so yeah you already got your wish
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
140
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Posted - 2015.02.09 11:06:00 -
[8] - Quote
My problem with AV right now is so many damn starter AV suits getting used I'm the brink on asking for the removal of that starter fit, I get I'll just end up seeing militia suits replace the starter fits but damn Its getting rediculous, whether winning or losing I keep seeing it everywhere and honestly tankers and ADSs alike are both hurting from it
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
148
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Posted - 2015.02.11 13:15:00 -
[9] - Quote
Kallas Hallytyr wrote:killertojo, the redline expansion doesn't actually include the main enemy redline. The aerial redline extends out to the sides somewhat but where ADSs can go chasing a fleeing HAV, so can infantry and HAVs. The only real difference is the effect of terrain, where ground units might get stuck.
As far as ADS QQ, you do realise that ADSs have either been OP (1.8's vehiclepocalypse), extremely underpowered (like when swarms were 400m lock-on with more damage) or debatable (pretty much now: often one AV presence will render an ADS obsolete, but no AV presence renders them OP...though it's hardly OP if no one is trying to counter you.)
The current ADS balance is pretty close to spot on. HAVs need coordination to fight one off, due their blind spot, but in return are incredibly resilient (or at least are supposed to be: the HAV Hull Reintroduction should see an improvement in quality of HAV life) while infantry are fragile but have far more flexibility in their approaches to any situation (lots of cover, multiple angles of attack) AF the cost of speed and direct power. ADSs have the manoeuvrability advantage and good firepower versus infantry, but the same defences apply (cover) and have the hafddest time acquiring targets (infantry are specks, even HAVs are small from the kind of distances some people are talking about in this thread) and usually are forced to choose AV or AP, like infantry (despite what Godin says, small missiles take a long time to kill HAVs solo.)
If were talking a multi gun ADS, then that is making multiple other sacrifices: multiple turrets = less HP and a greater vulnerability to high alpha damage, as well as a lower time in a dangerous area (which, again, is lower than what Godin seems to be claiming) for the benefit of greater fire power, yet also requires more resources (ie, two players.)
In all, ADSs are pretty close to where they should be, and the primary reason they are seen most often as solo gun platforms is due to the absolute lack of need or want for a transport by most teams. It includes the main red line, unless changed extremely recently I can confirm this through experience
Because both of us dying as I'm in my nomad BPO is to my benefit
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