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Thread Statistics | Show CCP posts - 0 post(s) |
Kieth Leola
Osmon Surveillance Caldari State
10
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Posted - 2012.06.30 21:04:00 -
[1] - Quote
Does anyone else think it's far too easy to roadkill with the air vehicles? It's kind of ridiculous. Three times last game I got smashed, once while I was in a tight space under a building. Maybe add damage to the air vehicles when running into walls, even softly, or have some kind of auto-land once they get a little above three meters off the ground to prevent them from being able to slide around. |
Kieth Leola
Osmon Surveillance Caldari State
10
|
Posted - 2012.06.30 21:18:00 -
[2] - Quote
Thenoxx wrote:I'll be fair, being able to roadkill with a flying vehicle is awesome...
It is cool for a little while, but I'm seeing pilots who can take down five or six infantry before being finally taken down by a team who all switches to heavy - shock to deal with him. It's really irritating when you see people using a support role (piloting a weaponless ship) as a primary means of attack. |
Kieth Leola
Osmon Surveillance Caldari State
10
|
Posted - 2012.06.30 21:31:00 -
[3] - Quote
Thenoxx wrote:.....there is more after that sentence.....or did you just feel like like being lazy and not continue reading?
I did read the whole thing, and I agreed with the rest of it. |
Kieth Leola
Osmon Surveillance Caldari State
10
|
Posted - 2012.06.30 21:45:00 -
[4] - Quote
Hellaciouss Deeds wrote:They just need to get rid of the free milita drop ships and free milita tanks. Hopefully they do it soon.
That could solve the problem too. However, the free tanks (the ones with the railguns) are a bit hard to use if one doesn't have great accuracy considering the charge time and the low splash range. Or, instead of getting rid of the militia dropships altogether, drastically reduce the maneuverability with them. |
Kieth Leola
Osmon Surveillance Caldari State
10
|
Posted - 2012.06.30 23:57:00 -
[5] - Quote
Maybe there should be a version of the swarm launcher specifically designed for an anti-air role. Make it only lock on to air vehicles and add extra maneuverability to the guidance. Or, have guns do different amounts of damage do different things, like in Battlefield 3. It may be less convenient, but then they could tweak effectiveness against certain targets. Make swarms do more against aircraft, same against tanks, and have less splash damage/weaker against infantry. |
Kieth Leola
Osmon Surveillance Caldari State
10
|
Posted - 2012.07.01 00:29:00 -
[6] - Quote
SuperKing BigNuts wrote:
heavy machine guns, swarm launchers and forge guns have been nerfed with this latest build, i might go as far to guess you werent in the last build if you think they need nerfed further, heavy suits were EXTREMELY difficult to take out 1v1 in an assault suit so people resorted to toting swarm launchers everywhere as a priamry weapon for anti infantry... advanced assault suits getting 1 shot at every turn... i made a point not to play the last weekend of the previous build because of swarms...
*edit* though i do like the idea of a specific AA swarm launcher variation, reduced damage for increased speed and better pathing so that drop ships have a harder time ducking behind structures
No, I just got my beta key last night. I find it strange that assault rifles can actually do damage on the dropships themselves though. If three or four people start shooting at me in the dropship, my shields start falling pretty quickly.
I think the AA swarm should act like the Javelin system in real life, firing straight up, arcing, and then coming down on the target so that it's harder for the dropship to dodge. |
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