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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.23 12:55:00 -
[1] - Quote
Back in the closed beta it was actually possible to damage the enemy MCC by shoting it with vehicle turrets. So lets say we would bring that back then the tactical value of ADS that have 3 turrets and tanks would increase. Its aswell a way to end matches where you simply redline the opposition quicker as just sit at the objective and do nothing as just evade shots from snipers. Maybe aswell allow AV weapons like forgeguns to damage the MCC. Anyway we need a method on how to end matches quicker where it is obvious that the opposition has no interest to fight apart from sniping people from their redline.
My suggestion would be every 5000HP HP damage that you deal to the hostile MCC should be worth 50WP. So you end the match quicker and get rewarded for it aswell. Maybe allow orbitals to damage the MCC too. Its just boring to not be aible to do anything.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
690
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Posted - 2015.06.23 12:57:00 -
[2] - Quote
......eh...........mmmm.........no.
CEO of 48th Special Operations Force
Twitter-@48SOF
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.23 13:00:00 -
[3] - Quote
Lightning35 Delta514 wrote:......eh...........mmmm.........no. Why not? Vehicle turrets do significant less damage then a null cannon.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Koch Rosenzweig
S.K.I.L.L OF G.O.D RUST415
281
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Posted - 2015.06.23 13:01:00 -
[4] - Quote
hell no, are you mad?
Slap in your biotic ass.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.23 13:03:00 -
[5] - Quote
Koch Rosenzweig wrote:hell no, are you mad? Nah just fed up beeing bored after redlining the opposition 3 times in a row.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Operative 1174 Uuali
True Companion Planetary Requisitions
839
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Posted - 2015.06.23 13:10:00 -
[6] - Quote
You see people will disagree about this because my God man, how dare you end the protostomping and the match dropping!
The CPM candidate we need, not the one we want. Let's support the whole community.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.23 13:12:00 -
[7] - Quote
Operative 1174 Uuali wrote:You see people will disagree about this because my God man, how dare you end the protostomping and the match dropping! Well its not really a proto stomp cause when the whole enemy team sits in the redline doing nothing then there is nobody to kill.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.06.23 13:29:00 -
[8] - Quote
That suggestion does have merit.
The point is not just to throw it in and add it to current gameplay.
What should either be done:
Option A): Part of finishing the vehicle roles as non-infantry CCP Rattati announced a while ago that non of the large turrets are meant to be anti-infantry anymore (well that change and intent hasn't been finished, L turrets still slay infantry).
But if HAVs have no purpose in fighting infantry, they are indeed lacking purpose. Being able to damage MCC would give a purpose to have them on field. In turn, creating a real reason to go anti-tank (infantry or other tank).
Option B): New game mode where objective can be damaged from certain position It would be bad design if HAV turrets could damage objective just anywhere, even though range might set some limits)
I've been devising a new or variation of a game mode where: - MCC (or some other target objective) has vulnerable spot underneath it (or some other close area) - New HAV turret capable of high turret elevation (a heavy AA turret? An artilley? An anti-MCC rail?) fittable on tanks - Those tanks wouldn't be as good as main battle tanks
That would create an area where you'd want to have specialist tanks be in order to win the game. Then, enter the counter gameplay. Note that some traditional hackable null cannons could be in game still.
KERO-TRADER is my official Eve character for Dust trading.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.23 13:33:00 -
[9] - Quote
You certainly cant sit in your own redline and start pummeling the enemy MCC cause all turrets have a max range of 300m. You have to get halfway trough the map to be aible to hit the thing. Assault dropships have to get out of their redline due to the limitation of the small turret range. It is only a option if your team is allready winning cause if you try to push out of your redline with 5 tanks the whole opposition will run to a supply depot and get AV to put an end to it.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.23 14:57:00 -
[10] - Quote
This would be pretty bad for gameplay.
We don't want to remove people from the battle, in order to sit on a turret all match.
This disconnects a merc and a turret from the actual battle.
Official CPM Platform
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.06.23 15:09:00 -
[11] - Quote
If efficacies were balanced such that even five HAVs pummelling it wouldn't outstrip actual NULL cannon damage, then it could be an option. If balanced properly, this would give all vehicles something to do besides kill infantry and each other...which would in turn give vehicles a reason to be called in - both to expedite or salvage a game, and to counter enemies doing that.
At base damage values, the implementation would be bad, but the idea overall is solid. I'd probably say that large turrets at 25% efficacy or lower, and small turrets at 12.5-15% wouldn't be over the top. Scale it up/down to make sure each size of turret is dealing the rough amount of DPS to keep them relevant but not demolishing MCCs in short order.
Alt of Halla Murr. Sentinel.
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MrShooter01
Ustio Mercenary Squadron
1
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Posted - 2015.06.23 15:22:00 -
[12] - Quote
I remember seeing someone suggest giving large turrets the ability to temporarily suppress an Anti-MCC launcher, where damage would interrupt the launch of another missile
Maybe if the launcher takes enough damage, it shuts down and switches to "reinforced mode" for 30-60 seconds, before resetting to a neutral state. This could give vehicles the role of neutralizing a camped control point and stopping enemy respawning from the control point itself, giving infantry time to move in and clear it out before it becomes available to capture again |
Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.06.23 15:32:00 -
[13] - Quote
MrShooter01 wrote:I remember seeing someone suggest giving large turrets the ability to temporarily suppress an Anti-MCC launcher, where damage would interrupt the launch of another missile
Maybe if the launcher takes enough damage, it shuts down and switches to "reinforced mode" for 30-60 seconds, before resetting to a neutral state. This could give vehicles the role of neutralizing a camped control point and stopping enemy respawning from the control point itself, giving infantry time to move in and clear it out before it becomes available to capture again If this is possible, I think this is ******* genius.
Bring structure warfare to Dust, it will help to balance Vehicles since it will provide something for them to do other than murder infantry by the CRU load.
At the same time give Large turrets an efficiency against the MCC that is on par with the better non-AV weapons performance against vehicles. Make them "Semi-AMCC Weapons" while Null Cannon would be AMCC weapons.
When you lose small mind you free your life....
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4lbert Wesker
Mithril Forge E-R-A
243
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Posted - 2015.06.23 15:34:00 -
[14] - Quote
Well,what about Warbarge damaging the MCC?Special warbarge that costs around 8k WP can do damage to MCC.
Public skirmish = camping games,
Public domination = officer sniping games,
Public ambush = russian roulette
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Powerh8er
Negative-Feedback. Negative-Feedback
846
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Posted - 2015.06.23 16:08:00 -
[15] - Quote
Everyone would just spawn tanks and AV to bring down the enemy mcc quick. It would turn into a race of whom gets the first orbitals and yeah... Bad and boring idea.
The concept of letting us end redline matches early however is good, give us a surrender option perhaps, its features could be if more than half of the redlined team votes to surrender then a white flag is raised (slowly maybe for maximum humilation effect) and the battle is over.
Have you got anymore exploding carrots?
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1
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Posted - 2015.06.23 16:25:00 -
[16] - Quote
If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c
DUSTBoard
DUST Server Status
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.06.23 17:39:00 -
[17] - Quote
Powerh8er wrote:Everyone would just spawn tanks and AV to bring down the enemy mcc quick. It would turn into a race of whom gets the first orbitals and yeah... Bad and boring idea.
Unprotected AVer's that close to the enemy redline are easy meat... & the number of vehicles allowed are limited, most of which will be getting blown to pieces by the anti-av vehicles.
Don't forget, most people can't use vehicles for ****, so this would pretty much give vehicle users a purpose other than just pulling a large blaster to farm infantry.
The only real problem with this, is a current problem... The redzone. Its poor positioning means you can't get near the MCC (on most maps) making ads less useful than just sitting back with a rail tank, also enemy team sitting in the redzone get easy wp.
I would perhaps suggest that vehicles only deal damage to the MCC armour, so the start of the match still revolves around getting the null cannons... Also the only anti-shield turrets are blasters, small blasters do no av damage and large blasters have no range... Not to mention "good luck" to anyone trying to hit the MCC with a plasma cannon. |
Sicerly Yaw
Quantum times
334
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Posted - 2015.06.23 17:44:00 -
[18] - Quote
just make a game mode where the MCC does take damage but there are no null cannons therefore it would be a vehicle type game mode where either team brings out their tanks and AV to try to out DPS the other team
https://dust514.com/recruit/kWK05m/
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.06.23 17:58:00 -
[19] - Quote
Not going to suggest numbers or anything like that but HELL YES! Installations and large vehicle turrets should be able to damage the enemy MCC.
Imagine a whole new meta in the game around setting up shop with HAV`s and blasting the hell out of the enemy MCC.
I can only think one thing ..... "Why the hell not!"
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.06.23 20:35:00 -
[20] - Quote
CommanderBolt wrote:Not going to suggest numbers or anything like that but HELL YES! Installations and large vehicle turrets should be able to damage the enemy MCC.
Imagine a whole new meta in the game around setting up shop with HAV`s and blasting the hell out of the enemy MCC.
I can only think one thing ..... "Why the hell not!" I miss when they actually did do damage and you even got WP for it.
I even remember having a conversation here about "I wonder how long it will take before someone just mass deploys enough Large Rails to simply Alpha the MCC"
When you lose small mind you free your life....
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.06.23 21:57:00 -
[21] - Quote
ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c Please I used to be an arrogant jerk in replication
I used to singlehandedly win matches when bored of shooting or when the enemy team was a full complement of 24 slayers There used to be a secret critical spot on the mcc
Drop a tank and plus 15 damage cestus mcc Ten to twenty shots later and i won no matter the bodycout by the enemy team slayers |
Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.06.24 05:32:00 -
[22] - Quote
Tech Ohm Eaven wrote:ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c Please I used to be an arrogant jerk in replication I used to singlehandedly win matches when bored of shooting or when the enemy team was a full complement of 24 slayers There used to be a secret critical spot on the mcc Drop a tank and plus 15 damage cestus mcc Ten to twenty shots later and i won no matter the bodycout by the enemy team slayers Why do I feel like this should be one of those "Pepperidge Farms remembers...." memes?
When you lose small mind you free your life....
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.24 05:59:00 -
[23] - Quote
Tech Ohm Eaven wrote:ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c Please I used to be an arrogant jerk in replication I used to singlehandedly win matches when bored of shooting or when the enemy team was a full complement of 24 slayers There used to be a secret critical spot on the mcc Drop a tank and plus 15 damage cestus mcc Ten to twenty shots later and i won no matter the bodycout by the enemy team slayers I doubt it that you could do that today since the MCC has huge amounts of HP. You will barely make a dent with a single rail tank today.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Joel II X
Bacon with a bottle of Quafe
7
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Posted - 2015.06.24 06:09:00 -
[24] - Quote
Stares at 16 redline rail tanks
I mean, it's not that were going to lose since we have all 4 letters, but we DO lose out on fun... Oh, wait, we're still in Dust lol!
*logs on Guild Wars 2*
Scouts United
Gk.0s & Quafes all day.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.24 06:18:00 -
[25] - Quote
Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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Terry Webber
Molon Labe. RUST415
757
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Posted - 2015.06.24 06:21:00 -
[26] - Quote
4lbert Wesker wrote:Well,what about Warbarge damaging the MCC?Special warbarge that costs around 8k WP can do damage to MCC. Powerh8er wrote:Everyone would just spawn tanks and AV to bring down the enemy mcc quick. It would turn into a race of whom gets the first orbitals and yeah... Bad and boring idea.
The concept of letting us end redline matches early however is good, give us a surrender option perhaps, its features could be if more than half of the redlined team votes to surrender then a white flag is raised (slowly maybe for maximum humilation effect) and the battle is over. Both of these suggestions sound like the best solutions to me.
Inertial Booster Module
Vehicle Installation
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Immortal John Ripper
27
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Posted - 2015.06.24 06:47:00 -
[27] - Quote
Wouldn't it be cool if we could fly a dropship up there and use remote explosives and nanohives?!?
How to have the coolest signature on the Dust Forums.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.24 07:45:00 -
[28] - Quote
Joel II X wrote:Stares at 16 redline rail tanks
I mean, it's not that were going to lose since we have all 4 letters, but we DO lose out on fun... Oh, wait, we're still in Dust lol!
*logs on Guild Wars 2* Thats impossible due to the vehicle cap. And tanks tanks dont have the range to shot from their own redline at the enemy MCC. Which means they need to come out and if that happends they are targets for AV/other tanks.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.06.24 11:35:00 -
[29] - Quote
Bright Cloud wrote:Tech Ohm Eaven wrote:ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c Please I used to be an arrogant jerk in replication I used to singlehandedly win matches when bored of shooting or when the enemy team was a full complement of 24 slayers There used to be a secret critical spot on the mcc Drop a tank and plus 15 damage cestus mcc Ten to twenty shots later and i won no matter the bodycout by the enemy team slayers I doubt it that you could do that today since the MCC has huge amounts of HP. You will barely make a dent with a single rail tank today. Back then the mcc had 150hp on vector when letters A B This then increased to a whopping 180 hp mcc health on docking vector letters C DE
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 11:55:00 -
[30] - Quote
Aeon Amadi wrote:Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together.
^ Much easier solution than attempting to shorten pointless matches by introducing something that could be exploited or not work as intended.
If it still isn't ending fast enough...double the multiplier every 30 seconds. |
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.06.24 18:08:00 -
[31] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together. ^ Much easier solution than attempting to shorten pointless matches by introducing something that could be exploited or not work as intended. If it still isn't ending fast enough...double the multiplier every 30 seconds.
That, or a mechanic which would work for BOTH the multiple null cannon control AND damage by vehicles ability:
If the MCC takes several hits during small time period, it would take proportionally greater damage. That would work well for cases of total null cannon control, as well as vehicles' supporting.
Technical implementation could be: Besides traditional shield and armor HP, MCCs could have a variable resistance shield, which would recharge at moderate rate. It would start with, say, 50% maximum damage mitigation (just an easy example!) A single null cannon hit would take it down to 30% (another example) in addition to normal damage that the null hit would cause although reduced by 50%. IF the MCC would be hit immediately, the normal damage would be higher as the resistance would be lower! The resist % would drop even further to some 10-15%.
That way rapid shots on MCC would be more powerful, even devastating
Now the sweet thing considering the vehicle damaging ability: The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
KERO-TRADER is my official Eve character for Dust trading.
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.06.24 18:15:00 -
[32] - Quote
KEROSIINI-TERO wrote:[
Now the sweet thing considering the vehicle damaging ability: The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
This is an interesting idea. I like it.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Alaika Arbosa
Minmatar Republic
2
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Posted - 2015.06.24 19:01:00 -
[33] - Quote
Bright Cloud wrote:Tech Ohm Eaven wrote:ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c Please I used to be an arrogant jerk in replication I used to singlehandedly win matches when bored of shooting or when the enemy team was a full complement of 24 slayers There used to be a secret critical spot on the mcc Drop a tank and plus 15 damage cestus mcc Ten to twenty shots later and i won no matter the bodycout by the enemy team slayers I doubt it that you could do that today since the MCC has huge amounts of HP. You will barely make a dent with a single rail tank today. Unless they fixed it (which I'd assume they have), you're not shooting at the right spot. I remember where he is talking about, I remember shooting it with Rail Installations.
Hell, I remember shooting the MCC with a Large Blaster turret back in Skirmish 1.0 (yes, it had the range), there was no secret sweet spot necessary back then and it never devolved into a whole team firing installations at an MCC. It wouldn't happen this time around either (at least not as regularly as some would have you believe).
I won't dodge another silver bullet
Just to save a little face
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 20:06:00 -
[34] - Quote
KEROSIINI-TERO wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together. ^ Much easier solution than attempting to shorten pointless matches by introducing something that could be exploited or not work as intended. If it still isn't ending fast enough...double the multiplier every 30 seconds. That, or a mechanic which would work for BOTH the multiple null cannon control AND damage by vehicles ability: If the MCC takes several hits during small time period, it would take proportionally greater damage. That would work well for cases of total null cannon control, as well as vehicles' supporting.Technical implementation could be:Besides traditional shield and armor HP, MCCs could have a variable resistance shield, which would recharge at moderate rate. It would start with, say, 50% maximum damage mitigation (just an easy example!) A single null cannon hit would take it down to 30% (another example) in addition to normal damage that the null hit would cause although reduced by 50%. IF the MCC would be hit immediately, the normal damage would be higher as the resistance would be lower! The resist % would drop even further to some 10-15%. That way rapid shots on MCC would be more powerful, even devastating Now the sweet thing considering the vehicle damaging ability:The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
But why bother? The idea is to reduce the time taken for a match to end when one team has given up or can't gain a foothold. Why the need for overly complicated new mechanics, deployment of vehicles, merc co-ordination, or anything directly player-driven in that scenario? |
Tectonic Fusion
2
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Posted - 2015.06.24 22:09:00 -
[35] - Quote
It could be a unique feature to end the game with sheer force if both teams are even and the game's about to end. Position a squad of vehicles to start lighting up the MCC.
(GIF)
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demonkiller 12
TERRA R1SING New Eden's Heros
803
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Posted - 2015.06.27 06:37:00 -
[36] - Quote
ChribbaX wrote:If you didn't redline the other team it wouldn't be boring...
Also the longer you play the match the more SP you get so long matches are better for SP reward.
Dealing damage to the MCC would just make everyone stand shooting the MCC to get WP rather than trying to help with the match.
/c if your team has managed to redline the enemy team in 2 minutes, NO ONE ON YOUR TEAM NEEDS ANY SP as we all have 80+ million already |
deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.27 07:37:00 -
[37] - Quote
Don't we have enough idiot blueberries shooting the MCC with installations as it is? |
The KTM DuKe
0uter.Heaven
374
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Posted - 2015.06.27 07:56:00 -
[38] - Quote
If you were playng in chrome you should know that railgun turrept was able to shoot quite at 600m, now it s 300m, so if you are asking to give back to railgun his range of fire i would say no as there are already too many "tankers" that stays in the red line a whole game. If i have to be honest i doubt you were referring to this and you just need to open a thread.
"Have fun and don't be an aGÇóGÇó hole" zaria min deir. \o/
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.27 09:00:00 -
[39] - Quote
The KTM DuKe wrote:If you were playng in chrome you should know that railgun turrept was able to shoot quite at 600m, now it s 300m, so if you are asking to give back to railgun his range of fire i would say no as there are already too many "tankers" that stays in the red line a whole game. If i have to be honest i doubt you were referring to this and you just need to open a thread. Dont want that cause 300m range is enough to hit the MCC. Thats if you are moving out of your redline.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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