Grimm Yin
Rogue Instincts Ashtar Federation
3
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Posted - 2015.04.19 06:14:00 -
[1] - Quote
I don't see how there's any real problems with jumpers, sure "some" use the jump and mass drive or plasma cannon but that's far few and between, just predict where they're gonna land and stay out of fire, hit them as they're landing and your sorted, I love it when I snipe them, they just gently glide into my shots haha.
They trade shield and damage mods for the big jumps to might I add, which makes them a bit squishy, glass cannons if you will, and the whole getting to places where a normal person would need a drop ship argument, needs to be revised because either a) you don't have the modules to do it yourself and can't compete with them, or b) just plant the spawners higher, they can only get to soo many places, and there's heaps of areas to place spawners that completely requires a drop ship and still gives the advantage, and the alpha objective under the ground area, just use a grenade or flux or flaylock and that's sorted, takes two seconds to get rid of that, and if you don't run with any of that, can't help you,
Just my opinion |
Grimm Yin
Rogue Instincts Ashtar Federation
3
|
Posted - 2015.04.20 11:10:00 -
[2] - Quote
Sophie DV wrote:When i think of it with a cooler head, the ONE spot where i was having the real issue with jumpers was just Border Gulch domination.
By nature, it's a map that is a little harder than some others for the losing team to make a comeback, and using a dropship to place spawns on the round buildings near the CRU in the middle has traditionally been one of the few ways for any losing team to try and push back in.
Jumpers can get onto those round buildings.
And yes, i know spawn points can be placed on the tall building in the middle, but it's a real hassle sometimes and requires suiciding a derpship or some coordinated teamwork, and isn't as good a spot for a comeback.
To clarify, I have nothing against jumping as a tactic. I like it for both it's tactical newness and the variety it brings, and my only gripe with the jumping mechanic itself is that at the time of this writing the stacking math is BACKWARDS, and that only suits with lots of available high slots are able to jump high. How is that fair to someone who has trained amarr vs someone who has trained caldari?
If some1 has trained another race that is they're choice, that's practically the same boat with someone stacking 5 damage mods for light weapons or sidearms there are always up and down sides to each suit, if someone can benefit from a suit for a specific use then they will take the time to get that suit, I have caldari scout, amarr sentinel, min logi All proto for my specific uses, I took the time to get them and set them up to my needs.
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