Dovallis Martan JenusKoll wrote:... with lower kill counts than the average dropsuit user...
Makes me wonder what you consider "OP".
AV users like me clean them out like a preschool trip to a candy store.
I've only seen one tank so far, that could evade the AV shots I put at it, but it did so by running around the field like a chicken with it's head cut off.
Want to share your magic techniques? Without the use of AV grenades a solo AV will pretty much never take down a half awake Maddy, let alone a decent operator.
Forge Guns are pretty much incapable of soloing Maddies at all; PLCs not even slightly; Swarms, maybe if you chase them down with Lai Dai Packed, but far from easy/guaranteed; Proxy Mines are so easily avoided it's ridiculous; Packed REs are incredibly hard to apply to a half decent operator; and AV grenades are good for short range burst damage, but they're only good at spitting distance.
So while it is potentially possible to kill Madrugars, it is far from likely for any given AVer and will likely take 2-3 to have a chance. Then consider that due to some broken mechanic you rarely actually get WP for damaging them, and AV isn't properly rewarded for trying to deal with them.
Is it possible to deal with Madrugars? Yes. Are they killing everything ever? No.
But when they don't have a reasonable chance of death against 2+ AVers, something is wrong. This is pretty much identical to 1.7, and ADSs then too. ADSs right now are at least balanced with FGs, even Swarms as far as actual damage output is concerned - it's the Swarm's application that skews the balance way in their favour.
Sequal's Back wrote:The balance isn't to be made on the AV weapon but on the vehicles. Dropships were utterly OP. Now they kill and can get killed as well. From what I see IG, they look balanced now.
I don't quite understand your first point, but the second is almost right:
Dropships vs FGs are pretty damn spot on for balance. A good FGer will knock a DS out of the sky in two-four shots (depending on fit and FG) and the DS can actually fight back. The interplay between them makes it possible for either side to win, and if the DS - with its far greater manoeuvrability - disengages then the FGer at least gets rewarded some.
DS vs PLC is....dodgy, because it's pretty damn hard to hit with a PLC. Damage wise it's good, but application is hard because of speed of projectile and the curve. Heavily in favour of any vehicle.
DS vs Swarms: damage wise it is pretty close to fine. The Swarmed does heavy damage in a short time frame, but the DS can often take just enough to survive and flee (or, if reckless, try and find the bugger) - the issue lies with the target acquisition of the Swarmer. It's simply too easy to land Swarm hits, and far too effective for how easy it is.
I think most pilots would agree that it isn't necessarily the damage that is irritating, it's that Swarms will always hit, always push you away because of the combination of impulse effects, good damage and difficulties identifying the enemy combined make fighting against Swarms an exhibition in futility. Simply, a Swarm will hit you twice, near guaranteed, and unless they're right in your sights from the beginning you'll rarely be able to identify them before you're forced to retreat - there's no interplay, no ability to evade no way to
fight a Swarm: you run, you immediately kill them with no delay or you die.
Frankly, if they became
dumb-fired with AV grenade-style hom+«ng, it would be both more interesting for both parties, and more reasonable to buff them somewhat.