Maken Tosch wrote:
In the prior build, I operated the Limbus...
I'll go through your points one by one so that it becomes very easy to respond piece by piece.
In EVE it is not the same thing. In EVE you will always know if someone is within range of you. You will know if you're being targeted. You know who is targeting you. You can predict when and where your burst damage will take place. This is not a luxury you have on the DUST battlefield. Engagements in EVE are handled in cycles... Engagements in DUST happen in real-time. Player reaction speed determines engagement moreso here than optimal configurations and well planned strategy. I don't understand why you haven't considered this ahead of time before you presented your argument.
I still see cycles with the modules the same way I see with Eve. You are right about the distance though. It gets more complicated if I'm targeting more than one.Squad-Leader modules, if implemented one way, will be implemented the other direction. If you have greater defensive skills from your SL, what makes you think the heavy crew won't have some kind of augmentation as well? Again, a point that you could have easily considered before you presented your argument.
If you're talking about the forge gunner or swarm launcher guys, I see what you mean. But they still have to get rid of the logistics LAVs before they focus on the main target. Again, Logis would still do their job by sacrificing themselves for their leader.The assumption that you make in your statement that logistics pilots are willful cannon fodder assumes that the amount of time they buy the offensive units they are supporting can be used to actually do something effective or kill the unit / ship which is ripping your team apart. We're about to see why this is not the case.
Assuming CCP doesn't change any of the targeting mechanics for the remote repair modules, then your point would be valid. With the current mechanics, the best logi setup is two logis repping a third logi that is repping a tank that holds the leader. The chain is simple but will be weak.The charge time on a Forge Gun fired by an AV heavy is 2.1 seconds. If you have 5 Logistics LAVs and one Tank then you're looking at about half a minute of mobile infantry picking off your support with relative ease, probably from cover and no-sight, with virtually no risk. The cost of this infantryman's fit is roughly 23,000 ISK. After about 30 seconds of shooting out the LAVs, this two man team will have inflicted approximately 150-250K damages on you and will then proceed to destroy your 100-150K fit Sargaris in about 20 seconds.
Valid point. But one can fit more than one remote repair and stagger the activation of the modules to mitigate the wait time between cool downs. The logis will still be destroyed regardless, but the time might increase just enough for the leader to get to safety or perhaps see back up arrive. Every little bit helps.To recap: Two soldiers (46,000 ISK) + Decent Tactics + 1 minute = 250-400K ISK damage and taking the position you thought you had well defended. Not worth it. At best you were a nuisance to the Forge Guns. At worst you killed one and he waited for his ally to respawn from the Drop Uplink.
So? If being a nuisance bought time for my leader, what do I care?Finally: You were playing Skirmish on Communications? How. The only gametype available on Comms was Ambush. Either you're full of **** or you're mis-remembering. In Ambush games (which it is very likely you were playing) you're less likely to run into anti-vehicular strategy because the emphasis is on "killing clones," and the most common train of thought to do this is with anti-infantry weaponry. In addition, most people who play the Ambush gametype are Lone Wolves. The fact that you beat that instinct to team-up is what gave you the advantage... not the fact that you had a solid strategy.
I highlighted my old quote for you. "...prior build..." I wasn't BSing.Any player worth his salt has Amarr Heavy Dropsuit to 1 and Forge Gun Opperations to 3
specifically to combat tanks in the current build. As the Skill Point multiplier is removed, you'll see less of this... but you'll see fewer vehicles as well. Compensation will take place in both directions.
Please understand that I'm not disagreeing with you on a personal level, just on the facts that have been presented. If I have attacked your delivery (which I have) it's only to try and receive a more thoroughly reasoned response.
I eagerly await your reply. This discussion will help solidify or bust Spider Tanking.